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English Pages [92] Year 2020
WEIRD-SCHOOL ROLEPLAYING
Created & Written by
Bill Edmunds Artwork by
Joseph Woiak The Bone Age copyright © 2020 by Bill Edmunds. All rights reserved.
Prologue: The Fevered Continent and earth, and all but one of the Eure stasis chambers was destroyed, killing the occupants. Perhaps even worse, the machinery that was to awaken the sleepers was reset by the upheaval... to one hundred million years in the future. While the surviving eleven Eure slept, the world changed. New species crawled upon the earth. The planet’s temperature grew hotter. Polar ice caps melted. Oceans dried up. And a new group of aliens arrived: the human race’s deep space explorations reached the planet they named “Kalsentia.” And its harsh environment was perfect for terraforming. One thousand colonists were to be teleported to the planet’s surface, immediately followed by supplies and equipment. Yet, as seems to be the fate of all visitors to Kalsentia, things did not go as planned. The teleported colonists arrived physically intact, but their memories and scientific knowledge were erased in the process. Worse, the supplies and equipment never arrived. An eco-terrorist aboard the ship sabotaged the transporter and the ship’s power core. Immediately after the colonists were teleported, the power core ruptured and the ship exploded. The colonists were stranded without any knowledge of who they were or how they arrived. They even forgot their own language. The land they found themselves on was oppressively hot. The bones of giant creatures littered the landscape. What water they found was mostly
Deep in the constellation of Libra, a species adept in arcane sciences was locked in a war with a militarily superior foe. The Eure realized the struggle against the Aeskari was futile, and they fled in different directions across the galaxy. After damaging a pursuing Aeskari warship, one Eure vessel arrived at a planet they felt was suitable for habitation. Believing that offloading their entire crew would draw the attention of their enemies, they launched a pod containing one hundred of their best scientists and soldiers toward the ocean below. The small craft struck the water and burrowed deep under the earth, keeping its occupants alive in stasis through technology enhanced by sorcery. The Eure planned to awaken in ten planetary revolutions, hoping the enemy would have abandoned any search in the region. Upon awakening, they would send a coded signal to a small fleet waiting several parsecs away, indicating they were awake and ready to begin preparations for the arrival of more of their people. To their ultimate misfortune, the sleeping Eure underestimated the determination and ingenuity of the Aeskari on the damaged enemy ship. Using their jerry-rigged sensors, the warship doggedly tracked the oblivious Eure. Deciding their hobbled ship could not survive landing on the planet’s surface, the Aeskari carpetbombed the location where they estimated the Eure had settled. The missiles created a tumult in the water
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dank; safe water could only be found under layers of earth. As centuries of human development passed, the alarm finally went off for the sleeping Eure and they awoke from their repose… and immediately realized events had gone terribly wrong. Knowing the original plan was millions of years obsolete, the awakened sent the signal once meant for their own people, hoping it might be received by any nearby intelligent life who might come to rescue them. Recognizing it might take ages for the beacon to bring any help, the Eure set about learning to survive on the “fevered continent” of Kalsentia. Their powerful physique afforded them mastery over many native creatures, and they feasted well. They used their powers to build a great house of stone and bored deep holes in the earth to find water. It was soon thereafter that two Eure encountered a new species. These new beings were smaller, weaker, less intelligent, and frightened. They wore the skins of animals and bore weapons carved from bone. Spurred by curiosity, the Eure invited them to see their stone castle. Seeing the great machines within and awed by the Eure’s size, the humans regarded them as gods, and worshipped at their feet. As decades passed, seven of the eleven Eure became enamored of their own power and lost any desire for rescue. They reveled in their mastery over their new thralls, and grew decadent and vain. The other four Eure became disillusioned with the cruelty of
their brethren. They banded together and liberated many of the slaves, and moved to lands in the west. These Eure, now self-named the Enik, protected their people with great walls and magic in a city called Ghazal. Some of the enslaved humans managed to escape and flee their Eure masters. Many were betrayed by their own kind, who alerted the Eure to their location. Captured escapees were slaughtered or brought back in chains to become slaves to the very people who had betrayed them. The ones who managed to avoid this fate fled to the barren deserts of the north, further than the Eure were willing to follow. And then, unexpectedly, a Eure known as K’roff’Ta was found dead on the fringes of a southern mountain range. It had many holes burned through its body, and a look of terror was etched on its face. The death was treated as a miracle by K’roff’Ta’s slaves. Word of the Eure’s death spread, but the Enik were secretly alarmed. They knew such wounds could not be caused by anything on their new world. And, soon enough, one of the Enik was found dead. It bore wounds exact in nature to those of K’roff’Ta. The remaining three Enik took counsel with one another, and arrived at a realization: the signal they had sent ages ago had finally been heard, and the listeners were not the benevolent rescuers once hoped for. The Invaders had sent three warships to the planet as a conquering force, each vessel bearing several dozens of soldiers. Kalsentia’s spirit
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arose in anger, and the ships crashed on its surface – one in the northern deserts, one in the eastern mountains, and one south of the jungles. It wasn’t long before the Invaders made their presence known. They destroyed much of Kalsentia’s landscape and man-made structures. They plundered the planet’s resources for their own mysterious ends. Enik fought their new foes in concert with their human charges, as did Eure with their slaves and worshippers. The three damaged Invader ships leaked radiation in clouds of blue, purple, and white. The strange fogs were blown far and wide, riding on wind currents but never dissipating. The winds burned flesh and warped bodies. Some creatures grew new appendages or lost existing ones. Others developed strange powers. No species was spared, and aberrations among each became almost normal. Still, amidst the madness and death brought by the Invaders and the cruelty of the Eure, many societies survived and even thrived. The three surviving Enik traveled east with thousands of humans to the cover of the Zangatur Jungle and the Qaxatenn Mountains. Some humans elected to stay in Ghazal or travel east to the deserts. Two of the Enik proceeded to travel north, seeking further refuge should the Zangatur prove unsafe. They have never been seen since. Thus, the tribes of the Zangatur and the Qaxatenn are served by a single Enik, whose knowledge and teachings serve as the foundation for every tribe’s survival. The Eure worked to craft even greater weapons with which to wage
war against the Invaders. They devised plans of attack, and began squabbling amongst themselves. Eure plotted against Eure in secret, playing one against another. Some ventured forth to confront their new enemies, or crept out in secret to seek alliances with the new aliens. The thrones of their great castle collected dust as each spent more time establishing hidden strongholds of their own, often underground or in mountains. They played the politics of war and sent their thralls to wage skirmishes against those of their rival kin. The Invaders fanned out in campaigns of destruction. They grew more of their kind in vats and laboratories, amassing expendable armies to conquer their new home. Some made pacts with individual Eure, and gave them soldiers to wage war against each other, all to accelerate an inevitable civil war. Heroic and defiant humans began slaying their alien enemies with knowledge gained by the lone Enik – now known as the Enik by his followers – and their own experience, wielding weapons of bone, stone, and even the those of their enemies. Opportunity for the brave and clever was great. Many found fortune protecting others, gathering alien technology to sell and bargain with. Others lead resistance groups, bringing warring tribes together to fight for a common cause. The Bone Age had begun.
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playing
the bone age The essential mechanics of The Bone Age are very simple, and will be familiar to many veteran gamers. The most common dice rolling convention is that of the d20 “roll high” mechanic, where the player attempts to roll equal to or higher than a target number. Stats are innate traits possessed by every character. There are six Stats: Agility (AGL), Constitution (CON), Instinct (INS), Intelligence (INT), Strength (STR), and Will (WIL).
Checks The foundation of much of what happens in The Bone Age is the Check. Checks can be used to determine the outcome of anything including a spear attack, learning a new piece of Invader tech, leaping on to the back of a Loper, and resisting the effects of radiation winds. When a character attempts an action where success is in doubt, such as swinging from vine-to-vine, the GM asks for a Check. A Check is resolved by rolling 1d20 and comparing it to a Target Number based on a character’s relevant Ability or Stat. Target numbers are expressed as X+, where X is a value between 1 and 20. To the roll is added the value of a Stat, ranging from -3 (bad) to +4 (good). Abilities are skills dependent on training and experience. The Abilities are:
• • • • • • • • •
Azora, a Tuzanian Beast Stalker, has an AGL of +2, meaning she has good reflexes, balance, and general athletic ability. Her Move Ability is rated at 15+. Move rolls are modified by the Agility Stat. To make a Movement Check, she would roll 1d20+2 and hope for a result of 15 or greater.
When an Ability Check doesn’t fit an action, a Stat Check is used. For example, lifting a heavy object doesn’t have a relevant Ability. In that instance, a STR Check is used. Stat Checks are 1d20 rolls, modified by the Stat in question. The GM determines which Stat or Ability is used in a given situation and what the consequences of success and failure would be. For example, a character attempting to find shelter in some mountain peaks would make a Check based on his Survival Ability. The same character wishing to move a heavy rock would make a Check based on his Strength Stat.
Alertness Alien Tech Attack Beasts Move Resist Affliction Resist Mutation Stealth Survival
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Margins of Success and Failure
Opposed Checks There will be many times when characters attempt actions that are opposed by Non-Player Characters (NPCs) or creatures. These are called Opposed Checks. Examples include contests of athletic prowess, attempts at thievery, and struggles of will. When an Opposed Check takes place, the character and their opponent each make an Ability or Stat Check. The result with the best Margin of Succes wins. If both actors achieve the same Margin, the winner is the actor with the highest Stat modifier. If a winner is still not decided, the contest is a draw. If both actors fail their Checks, a second Opposed Check take place, with the actor that achieved the worst MoF rollling with a -1 penalty.
While a simple success/failure result is all that is required for most Checks, sometimes a more granular outcome is appropriate. The difference between the 1d20 Check and the Target Number gives a Margin of Success (MoS) or Margin of Failure (MoF). For example, a roll of 14 against a Target Number of 12+ yields a MoS of 2. Likwise, a roll of 8 versus a Target Number of 12+ yields a MoF of -4. These margins provide a narrative tool by painting a picture of just how well the character succeeded or how poorly they failed. Margins of Success are also used in many Opposed Checks (see Opposed Checks, opposite). Margins of 0 indicate success with a caveat – perhaps you managed to jump the crevasse but you twisted your ankle on landing.
Stalking her way through the jungles of her homeland, Azora attempts to stealthily approach a Seeetha to get close enough to hurl her spear at it. The GM decides an Opposed Check is called for, pitting Azora’s Stealth 11+ versus the Seeetha’s Alertness (12+). Azora rolls a 12. Adding her AGL of +2, she rolls a total of 14, yielding a Margin of Success of +3. The GM rolls for the Seeetha and gets a 9. Adding its INS of +3, leaving a modified total of 12 – its Margin of Success is +0. Since Azora’s MoS is higher, she wins the Opposed Check. She manages to sneak up on the creature without being detected. Had the Seeetha managed a better MoS, it would have noticed Azora before she got close enough to throw her spear.
Modifiers
Not all Checks are created equal! Some are easy, while some are more difficult than others. To express these variations, the GM may assess a modifier to a Check. Negative modifiers reflect adverse conditions, such as fighting in the dark or tracking an enemy in a rainstorm. Positive modifiers reflect advantageous conditions, such as climbing a rock face with abundant handholds or firing an arrow at point blank range. Most GM-imposed modifiers will range from +4 to -4, with +/-2 being the most common.
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Attack Checks Combat Attacks work a bit differently from other Checks. A Check is made using the attacker’s Attack Ability. The roll is modified by the attacker’s STR, in the case of melee attacks, or AGL, in the case of missile attacks. Deducted from the Attack roll is the defender’s Armor Class, rated on a scale of 0 to 10. If the attack equals or exceeds the modified Target Number, the attack succeeds. The attacker rolls damage dice and adds the MoS to the damage dealt. Azora throws her spear at the Seeetha, using her Attack Ability of 11+, augmented by her STR of +1. The Seeetha’s Armor Class is 2. Since Azora’s presence is unknown to the Seeetha, the GM grants Azora a circumstantial attack modifier of +2. Azora rolls 1d20+1 (STR +1 + GM bonus of +2, minus Armor Class 2).Azora rolls a 14, adds 1, for a modified result is 15 and a +4 MoS! Not only does she manage to hit the beast with her spear, she does an extra 4 damage!
More information and examples of Checks and Combat are provided in the Playing The Game chapter, beginning on page 33.
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Characters Characters in The Bone Age are descendents of spacefarers from earth that deposited on Kalsentia many thousands of years ago. In struggling to survive in an already harsh world, the peoples of The Fevered Continent find themselves in a situation that often demands putting aside their differences to band together and make a stand against the Invaders.
Stats Roll 3d6 six times, referencing the table opposite to find your Stat score. Assign the results in the order that best suits you. Each tribe grants +1 to a single Stat roll. For example, a Killictlo with a roll of 12 for CON receives a +1 to the roll, increasing it to 13. Agility (AGL) is used for Checks involving missile Attacks, Stealth, and Movement. It also modifies your Armor Class.
Roll
Score
Check
3 4-5 6-8 9-12 13-15 16-17 18 19
-3 -2 -1 0 +1 +2 +3 +4
15+ 14+ 13+ 12+ 11+ 10+ 9+ 8+
When using Stats, it may be easier to reduce your Ability Scores by positive Stats and increase Ability Scores by Negative Stats. For example, an AGL of +3 would normally be added to a d20 Check and compared to the character’s Target Number as seen on Class Ability Charts. Instead of adding +3 to the Check roll, reduce the Target Number by 3; 15+ becomes 12+, 12+ becomes 9+, and so on.
Constitution (CON) is used for Resist Affliction Checks, including the effects of poison, disease, and radiation. Your CON is added to your hit points. Instinct (INS) is used for Alertness Checks and for calculating Initiative. Intelligence (INT) is used for Alien Tech Checks. Strength (STR) is used for melee Attacks and acts of force, such as lifting heavy objects. You add your STR to melee and missile damage from primitive weapons. Will (WIL) is used for Resist Mutation Checks. WIL also represents force of personality and the ability to remain calm.
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gaming session. Such awards range from 5 (achieving fewer than half of the session’s objectives) to 15 (achieving all of the session’s objectives and more). In addition to GM awards, there are several standard XP awards that players can keep track of themselves.
Speed and Hit Points Speed and Hit Points (HP) are Secondary Stats, each derived from the six Primary Stats. Speed: the number of meters the character may move in a single round of combat. Speed equals 10 plus the PC’s AGL stat. For example, a character with an AGL of +1 can move 11 meters in one round. Speed may never fall below 6, regardless of the PC’s AGL Stat.
Critical result on a Stat or Ability Check Fumble result on a Stat or Ability Check Attuning to a new region Dealing the killing blow to an enemy with greater HP than the PC
Hit Points: an abstract number reflecting the PC’s toughness, energy, and innate heroic “luck.” Hit Points are determined by class and are modified at each level by Constitution. For example, a Sentinel’s first level HP equal 1d10 + CON. Each subsequent level, the Sentinel’s HP increase by 1d10 + CON. A minimum of 1 HP is added to a PC’s total regardless of roll results and penalties due to low CON.
1 XP 1 XP 3 XP 3 XP
PCs also gain XP by defeating enemies. Each creature in the Bestiary (p. 67) includes an XP award. The GM divides the award between the PCs that worked to defeat the creature. The PC’s Ability scores may also increase. Each class has a table that lists advances in Ability scores. At levels 3, 6, and 9, the PC may add 1 point to a Stat of their choice. No Stat may ever reach higher than +4 from gaining levels. Mutations that add points to Stats can raise them higher than +4.
Character Level A character’s level is a measure of their overall skill and heroic stature. Characters begin at 1st level and may advance as high as 10th level. Levels are gained through the awarding of experience points (XP). The number of XP needed to advance to the next level equals 10x that level. For example, advancing from 2nd level to 3rd level requires the accumulation of 30 XP. Advancing to higher levels thus takes progressively longer than previous levels. GMs award XP for achieving story objectives, usually at the end of each
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Despite their outwardly uncivilized ways, Tuzanians are not ignorant of the larger world or its threats. They are not averse to joining forces with other cultures to push back Invader encroachment. Some have made a study of the alien technology and utilize its power. A Tuzanian hunter wielding an energy weapon is rare, but not unheard of.
Cultures Your character is either a Tuzanian, tree-dwellers from the Zangatur Jungle, or a Cruach, gruff mountaindwellers living east of the Zangatur in the Qaxatenn Mountains. You may choose either culture, and then pick a tribe unique to that culture.
Culture: Tuzanian
These lean, athletic people have constructed labyrinthine colonies among the highest trees of the sweltering jungles. These villages sprawl for miles, and all are connected to at least one other village via rope bridges. Below the 50m + tall trees is a mixture of swampland and thick vegetation. Tuzanians are extraordinary climbers and brachiators. They are experts at spearing fish, serpents, and large beasts of the murky waters. Tuzanian leaders are not elected, nor do they ascend by bloodline; when a leader dies, those desirous of the vacant seat must defeat all comers in combat to either death or accepted defeat. The latter are banished and will be killed if they return. Banished Tuzanians are branded with deep scars to the forehead and will be recognized for their status in other Tuzanian colonies. Tuzanian warriors are thought to be the most savage in all of known Kalsentia. Tuzanians tend to wear little or no clothing, although decorative tattoos, bone piercings, and animal skins are common adornments.
Tuzanians do not ride any land beasts, as their environment is too thick with vegetation. They can, however, train winged reptiles to carry them afar. Tuzanians who survive the process of training these creatures develop special relations with their mounts, gaining an ability to communicate on an almost telepathic level. Contact with Fulgolans and Ghazalians is carried out by Tuzanian wing riders. There are three Tuzanian tribes. The Mulpoxchor are the best beast tamers, famed for the skill of their Wing Riders. The Killictlo are explorers, and have attuned themselves to more foreign environments than the Mulpoxchor and Yahgachl. The Yahgachl are known for venturing down into the swamps for food. They are the best climbers and hunters of the Tuzanian people. Select one of the three major Tuzanian tribes as the one your character hails from.
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Mulpoxchor
Culture: Cruach
Mulpoxchor villages are built higher than any other. They can see above the jungle canopy and spot the smallest objects from far away. They are based most heavily in the north of the Zangatur Jungle. Stat: +1 to 3d6 WIL roll. Beasts of the Air: you have experience with the Terradons your people use as mounts, and feel an affinity for all of the Zangatur’s native creatures. Improve your Beasts Ability by +1. When dealing with Terradons, modify that Ability by a further +1.
The Cruach dwell in the Qaxatenn mountains bordering the eastern periphery of the Zangatur Jungle. Scree often tumbles down steep slopes to form huge piles of rubble at their base. The pinnacles of the Qaxatenn are called The Points. A twisting series of natural tunnels called the Labyrinth bore throughout the Qaxatenn. The Labyrinth was formed by epochs of sand blasting winds hammering the range’s western side. The lower reaches of the Qaxatenn are called the Piles, so named for heaps of scree at the range’s feet. The Cruach have learned not to mine the mountains, as Kalsentia is quick to punish creatures that damage its bones. The Cruach believe that falling rocks are aimed by Kalsentia at despoilers. More often than not, these beliefs are accurate – Invaders attempting to extract minerals from the Qaxatenn have angered the land, feeding a growing paranoia of any aggressive movement on its slopes. Occasionally, even native creatures are attacked by the Qaxatenn with rockslides and the sudden formation of deep chasms. As a consequence, the Qaxatenn Mountains don’t follow rules of natural geography. The Cruach seldom travel outside of regions they have attuned to for fear of Kalsentia’s penchant for retribution in the Qaxatenn. When forced to explore, Cruach may spend days attuning to new regions before moving on, and go to great lengths to avoid ones where no Cruach has been before.
Yahgachl
Yahgachl tree villages plunge below the forest canopy. The Yahgachl are fearless hunters, able to sense even the slightest movement. They live closest to the southern Invader crash site, and are more prone to exposure from radiation (and thus mutation). Stat Roll: +1 to 3d6 STR roll. Preternaturally Aware: improve your Alertness by 1 point. You are never caught by surprise in regions you are Attuned to.
Killictlo
The Killictlo people live in the center of the jungle. Many of them have traveled beyond its borders to the eastern mountains of the Cruach and the western plains known as The Clear. Stat Roll: +1 to 3d6 CON roll. Attuned to Many Lands: add two regions outside of the Zangatur Jungle to your attuned regions list (see page 34).
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Despite being the most cautious of all humans, the Cruach are steadfast and unyielding, perhaps drawing traits from their deep connection with the Qaxatenn. They distrust most Tuzanians save for a handful of Killictlo that know how to scale the mountain slopes and cliffs without angering Kalsentia. Those Tuzanians that have managed to attune to Qaxatenn regions are able to treat with the Cruach, trading resources and sometimes forming anti-Invader alliances. There are three Cruach tribes: the Maqqek of the Points, the Nikkuun of the Labyrinth, and the Tikkott of the Piles.
with smaller physiques allowing them to squeeze through small spaces. Stat Roll: +1 to 3d6 INS roll. True Direction: You have an uncanny sense of direction and never become lost in the underground as long as you are in an Attuned region, even in total darkness. You can see in the dark as if it were dusk, and see in dusk as if it were daylight.
Tikkott
The Tikkott build homes by stacking timber – found on the Zangatur’s eastern forest floors – on top of scree. Their feet are thickly calloused against the sharp rubble, and they have learned where to step so as not to disturb the loose rock. They have some contact with the Killictlo Tuzanians; the two cultures generally tolerate each others’ minor incursions into foreign territory. Stat Roll: +1 to 3d6 AGL roll. Sure Footed: you never lose your footing on any stone surface, including slippery rock. On other surfaces, you make Move Checks at +1 to avoid falling or slipping.
Maqqek
The Maqqek build shelters of rock at the highest reaches of the Qaxatenn. The stone used is not hewn from the mountain itself, but loose rock and boulders respectfully moved and stacked into small housings. The Maqqek are strong of limb and stiffnecked. They tend to speak in short sentences, if they speak at all. Stat Roll: +1 to 3d6 STR roll. Slow to Offend: when you roll a 1 on an Attunement Check, you do not provoke Retribution if the region is adjacent to one you are attuned to.
Tribal Role Before a character strikes out on a path to adventure, they were a contributing member of a tribe. A Role provides a foundation for what the character did on a day-to-day basis within their tribe. Players select one Role and make note of what Features and Gear the Role provides. Characters may possess only one Role and may not change it once chosen.
Nikkuun
The Nikkuun inhabit the warrens of the Labyrinth. Like the Maqqek, they do not mine the mountain, but make their homes in chambers formed by the whims of Kalsentia. They are less bulky than the muscular Maqqek,
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Feature: given adequate light, you can notice weak points in any structure made of vine: bridges, ladders, platforms, etc. You can also build such configurations to fail at strategic points.
Bone Collector (Both)
All humans in Kalsentia use bone for a variety of means – tools, decoration, and weapons being the most common. Finding bone in the Zangatur and Qaxatenn is much more difficult than in the plains of the west and deserts of the north. Bone Collectors must descend into the thick morass of the Zangatur Jungle’s floor or search under piles of scree at the base of the Qaxatenn to look for the remains of large beasts to harvest their bones. Such pursuits bring with them the risk of being dragged into the sucking bogs that make up most of the Zangatur, or being crushed under falling rock in the Qaxatenn. Gear: two stone hatchets, a satchel made of reed or hide for carrying bones. Feature: you can immediately recognize the species of any animal corpse native to your home environment, no matter how decomposed. You can also quickly and efficiently harvest what skins, flesh, and bones are viable.
Gummer (Cruach)
The structures built by the Cruach – especially the Maqqek and Tikkott – are lent greater stability by a curious mixture of soil, water, and rock. The production of this agent is the province of the Gummer, the Cruach equivalent of a mason. Gummers understand the delicate ratios needed to form a reliable cement and how much to apply. Like all Cruach, Gummers do not mine the substances, but gather them as they naturally occur: from sandpits, rockfalls, and mountain springs. Gear: a bone trowel, a large mixing bowl formed from the skull of an ancient creature, and the thighbone of an animal for mixing the components. Feature: You make Alertness Checks at +2 to anticipate rockfalls and other natural mountain dangers, and recognize weaknesses in stone structures.
Vine Weaver (Tuzanian)
The bridges connecting thousands of trees in the Zangatur Jungle aren’t made of wood, but from carefully woven vines harvested from a variety of trees. Knowing how to weave them and which ones to combine for greatest strength or flexibility is the province of the Vine Weaver. They are the most important laborers of any tribe. Gear: serrated saw made of bone, a variety of stout bones used to twist vines into knots, three 3 m vines from different species of tree.
Stitcher (Both)
From the deadly toxins of the Zangatur Jungle’s many serpents, to falls from the heights of the Qaxatenn’s pinnacles, to attacks from rival tribes, the Stitcher mends wounds and relieves ailments. They can mix salves, create poultices, and stitch injuries. Stitchers are highly respected members of any tribe. Gear: Bone fleam for bloodletting, poultices to reduce inflammation and
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reduce pain, bone needles and beastgut sutures, 3 healing draughts (heal 1d6 hp each), 3 vials of antitoxin effective against any toxin from the Zangatur Jungle (Tuzanians) or Qaxatenn Mountains (Cruach). Feature: by studying a human infected with poison or disease, you can assess the strength of the toxin and its ultimate worst-case scenario. You can also gauge the victim’s chances of survival and how close to death they are.
Gatherer (Both)
While ‘gatherer’ is usually associated with collecting fruits, nuts, and grains from fields and forests, the Gatherers of the Zangatur Jungle and Qaxatenn Mountains take life in hand when they search for food and poisons. Gatherers are responsible for finding and collecting edible plants and small creatures, including ones that possess deadly toxins. These poisons are coated on arrow and spear tips, commonly used by hunters to paralyze large prey animals. Gatherers must thus be extremely careful when procuring and handling their articles. Gear: shoulder satchel, several small cups of pottery for storing toxins, knife made of bone, cleaver made of bone. Feature: you know how to handle the jungle’s poisons, and never mishandle them or accidentally “prick” yourself. You also understand the properties of all the poisons you encounter in regions you are attuned to.
Judge of the Challenge (Tuzanian)
Tuzanian Chieftains are the bravest, most accomplished warriors in their tribe – at least at the time of their ascension to the tribal throne. When the current Chieftain dies, any tribe member may vie for the vacant seat by engaging in ritualized combat with another challenger. Combats may be to the death or until one combatant surrenders. The last person standing becomes Chieftain. To assure the challengers obey the required traditions, a Judge of the Challenge is appointed. The Judge ensures the fights are conducted honorably and without dirty tactics. Finally, s/he verifies surrenders and deaths. Gear: an ornately carved 1 m totem signifying their position in the tribe. Judges have the mark of every defeated challenger from combats judged tattooed on their body. Feature: you are respected throughout the Zangatur Jungle as an objective and truthful person. Your opinion on matters of tribal custom are valued, even among rival tribes.
Bone Shaper (Both)
The bone tools and weapons used by humans are items of exceptional craftsmanship. Bone Shaping is a skill passed down through generations; if your grandmother was a Bone Shaper, you will be a Bone Shaper and your children will be Bone Shapers. It is thought that the craft is learned in the womb itself, a mystical art carried in the blood. Bone Shaping is thus never taught to those who cannot claim a parent Bone Shaper. Gear: various tools of bone and stone, including hammers, chisels, rasps and chipping wedges.
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Feature: you can identify the exact geographical location a bone came from, if you are attuned to that location, as well as its species, age, and strength. If you are not attuned to the location the bone came from, you can make a generalized statement such as “this came from a reptilian from the deserts of the north.”
cles of a sort, and command great respect and some measure of fear among the Cruach, as they carry with them the will of the land itself. Gear: none. Feature: by pressing your ear to stone, you can sense the movement of non-native creatures (humans, Eure, and Invaders) within a 1 km radius. If the stone terminates before the radius, the ability ends there. The ability requires 10 minutes of uninterrupted concentration. Specific numbers cannot be ascertained, nor can precise locations; only general facts can be gleaned. For example, “a small group of humans is traveling rapidly north of our location.”
Rock Listener (Cruach)
Kalsentia’s mountains are its bones. Cruach tribes respect stone as the matter that connects and supports the land’s organic materials. Rock Listeners commune with Kalsentia’s foundations to learn their secrets and sense their threats. Rock Listeners are ora-
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Class Character Class is the meat-andpotatoes of who and what a character is. It determines the unique abilities they will use in their adventures. Class determines Hit Points, combat skills, and the ability to make sense of Invader technology. There are eight classes in The Bone Age: Abnormal, Beast Stalker, Elder Prophet, Kytenne Driver, Sentinel, Silvertongue, Untouchable, and Wing Rider. Each Class’s description includes a table that charts its progression in nine Abilities: Alertness: the PC’s awareness of her surroundings. Attack: the bonus to the PC’s attack rolls, modified by STR (melee) and AGL (missile) Beasts: the PC’s knowledge of the fauna of Kalsentia and ability to intuit the meaning of a creature’s body language and sounds, modified by INS. Tech: the PC’s skill in deciphering the operations of Invader Technology, modified by INT. Move: the PC’s skill in reacting to and avoiding sudden physical danger, modified by AGL. Afflictions: the PC’s resistance to the poisons and maladies of Kalsentia, modified by CON. Mutation: the PC’s ability to withstand the mutating effects of radiation winds, modified by WIL. Stealth: skill in moving silently and hiding using the environment. Survival: the PC’s skill in finding and building shelter, tracking prey, recognizing safe drinking water,
starting and maintaining fires, and general ability to survive in a harsh environment. Hit Dice: the die rolled at each level to determine the PC’s Hit Points. CON is added to each roll. Regardless of the result, at least one Hit Point is added each level. Weapon Proficiencies: the weapons the character can use without penalty. Non-proficiency Penalty: the number subtracted from Attack Checks when using a weapon not included in the class’s Weapon Proficiencies. Armor: the armor the character can use without incurring penalties to AGL Checks. Mutation Checks: at first level, make the indicated number of Mutation Checks. On a failed roll, the PC gains a mutation. Attuned Regions: the number of regions the character has attuned to at first level. Attuned Regions are explained on page 34. Features: each class has a number of features unique to it. They are explained by name.
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Table 2-1: Abnormal Abilities Level Alert Attack Beasts Tech 1 13+ 13+ 14+ 16+ 2 13+ 13+ 14+ 15+ 3 12+ 12+ 13+ 15+ 4 11+ 11+ 12+ 14+ 5 11+ 11+ 12+ 13+ 6 10+ 10+ 11+ 13+ 7 9+ 9+ 10+ 12+ 8 9+ 9+ 10+ 11+ 9 8+ 8+ 9+ 11+ 10 7+ 7+ 8+ 10+
Move 14+ 14+ 13+ 12+ 12+ 11+ 10+ 10+ 9+ 8+
Affl. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Mut. 17+ 16+ 16+ 15+ 14+ 14+ 13+ 12+ 12+ 11+
Slth. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Surv. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Hit Points: 1d8 + CON Weapon Proficiencies: any two Non-proficiency Penalty: -2 Armor: any Mutation Checks: none (see below) Attuned Regions: 1d3+1
Abnormal
While all humans can gain mutations, some are especially vulnerable to their effects. These folk are collectively called “Abnormals” for their susceptibility to the colored winds and for the sheer number of changes wrought on their bodies. Many Abnormals succumb to despair and commit suicide, while others disappear into the jungles and mountains to save their families the shame of having a monster among their kin. But, as mutation becomes more and more inevitable, the stigma of its effects have become less pronounced. Many tribes have learned to take advantage of the unique abilities mutations sometimes grant. Abnormal characters are likely drawn from the ranks of the latter, carving out specialized duties based on their bizarre circumstances.
Mutations: you have 3 minor mutations and 1 major mutation. The winds that caused your major mutation depends on your tribe: Killictlo and Nikkuun: one major mutation from the Blue Winds. Mulpoxchor: one major mutation from the White Winds. Maqqek: one major mutation from the Blue Winds Yahgachl and Tikkott: one major mutation from the Purple Winds.
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Table 2-2: Beast Stalker Abilities Lvl 1 2 3 4 5 6 7
Alert 11+ 11+ 10+ 9+ 9+ 8+ 7+
Attack Beasts Tech 13/11+ 12+ 16+ 13/11+ 11+ 15+ 12/10+ 11+ 15+ 11/9+ 10+ 14+ 11/8+ 9+ 13+ 10/7+ 9+ 13+ 9/6+ 8+ 12+
Move 13+ 13+ 12+ 11+ 11+ 10+ 9+
Affl. 11+ 11+ 10+ 9+ 9+ 8+ 7+
Mut. 12+ 11+ 11+ 10+ 9+ 9+ 8+
Slth. 11+ 11+ 10+ 9+ 9+ 8+ 7+
Surv. 12+ 11+ 11+ 10+ 9+ 9+ 8+
8 7+ 9/5+ 7+ 11+ 9+ 7+ 7+ 7+ 7+ 9 6+ 8/5+ 7+ 11+ 8+ 6+ 7+ 6+ 7+ 10 5+ 7/5+ 6+ 10+ 7+ 5+ 6+ 5+ 6+ Attack Column: first number is melee attacks, the second for missile attacks Toxins of the Jungle & Mountains: you routinely coat your weapons with poison. When you land a Critical Hit, your enemy must make an Afflictions Check or suffer -1 on all actions for the rest of the battle. Freedom of Movement: if you fight without wearing any armor, you make Move Checks at +2. Ambush Attack: if you make a successful attack against a creature that is unaware of your presence, you deal an extra damage die, even if the result of your attack roll is a Critical. Hunt: you add +2 to all Checks made in the Zangatur Jungle (Tuzanians) or Qaxatenn (Cruach) to hide or move with stealth. In an attuned region of the Zangatur/Qaxatenn, the bonus is +3. Outside of the Zangatur/ Qaxatenn, the bonus is +1 (+2 if in an attuned region).
Beast Stalker
Beast Stalkers aren’t merely hunters – they are the tribe’s best hunters, charged with killing the largest, most fearsome creatures of the Zangatur or Qaxatenn, both for food and for the defense of the tribe. Beast Stalkers know how to track prey and camouflage themselves using mud, clay, and flora. They are also tasked with scouting missions to gather information on Invader movements, frequently in conjunction with Sentinels. Hit Points: 1d8 + CON Weapon Proficiencies: spear, net, knife, bow, blowpipe, handaxe Non-proficiency Penalty: -2 Armor: light hide Mutation Checks: 1 (75% minor, 25% major) Attuned Regions: 5
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Table 2-3: Elder Prophet Abilities Level Alert Attack Beasts Tech 1 13+ 14+ 13+ 13+ 2 13+ 14+ 13+ 13+ 3 12+ 13+ 12+ 12+ 4 11+ 12+ 11+ 11+ 5 11+ 12+ 11+ 11+ 6 10+ 11+ 10+ 10+ 7 9+ 10+ 9+ 9+ 8 9+ 10+ 9+ 9+ 9 8+ 9+ 8+ 8+ 10 7+ 8+ 7+ 7+
Move 14+ 14+ 13+ 12+ 12+ 11+ 10+ 10+ 9+ 8+
Affl. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Mut. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Slth. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Surv. 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+ 7+ 6+
Diplomatic Urgency: Elder Prophets are afforded immediate respect, as their coming heralds significant news and directives. They are granted access to tribal leaders without question or delay. The Strange Arts: Elder Prophets learn lesser sorcery (opposite page). Since these arts are taught in such alien ways, casting spells is never reliable. To cast a spell, the Elder Prophet makes a WIL Check. Success means the spell is cast. Failure means the spell is not cast. A Fumble means the spell cannot be cast again until the Elder Prophet has slept for at least 4 hours. Each Elder Prophet knows two spells at 1st level. At every odd level thereafter, the Elder Prophet learns a new spell. They must have access to Enik or an Elder Prophet of higher level to receive this new knowledge.
Elder Prophet
The Eure known as Enik is the driving force behind the fight against the Invaders and Crag Lords. Called “Elder” by both the Cruach and Tuzanians, this strange alien anoints a select few as Elder Prophets. Elder Prophets travel from tribe to tribe, relaying important messages to aid in the coordination of the ongoing struggle. They are gifted with a sliver of Enik’s ability to manipulate reality through the use of arcane arts. Hit Points: 1d6 + CON modifier Weapon Proficiencies: knife, club Non-proficiency Penalty: -3 Armor: none Mutation Checks: 2 (75% minor, 25% major) Attuned Regions: 4
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Fumble: the creature reacts with aggression and will attack if possible.
Lesser Sorcery Spells At One With the Land Range: touch (up to 2 targets, one with each hand) Duration: instantaneous Success: the creatures touched by the caster make their next Attunement Checks at +3. They must be standing in the region the Attunement Checks will be made in. Critical Success: as above, but the Attunement Checks are made at +5. Failure: no effect Fumble: the caster loses Attunement to the region if they are already Attuned. If they are not already Attuned, they suffer 2d6 nonlethal damage.
Mend Wounds Range: touch Duration: instantaneous Success: 1d8 Hit Points are healed and any bleeding stops. Broken bones cannot be healed by this spell. Critical Success: 1d8+8 Hit Points are healed and any bleeding stops. Broken bones cannot be healed by this spell. Failure: no effect Fumble: the patient is wounded for 1d8 damage. Mindlink Range: 50 m Duration: until another action is taken Success: the caster can speak telepathically with the target. If the caster and the target don’t share a common language, they will not understand each other. Critical Success: as above, but the caster and target do not need to share a common language to understand each other. Failure: no effect Fumble: both caster and target suffer 1d6 nonlethal damage.
Change Hues Range: self Duration: 1 hour Success: subject’s flesh and clothing match the color of the environment, granting +3 to Stealth Checks. Critical Success: as above, but bonus is +5. Failure: no effect Fumble: subject’s flesh and clothing change to the opposite color of the environment, granting other creatures +3 to Alertness Checks to see the PC. Eye of the Beast Range: 10 m Duration: 3 minutes Success: the caster can access the memory of the target creature’s last hour. The creature must be calm. Critical Success: the caster can access the target creature’s memory since it last slept. The creature must be calm. Failure: no effect
Protective Bubble Range: 5 m radius Duration: until the caster takes a step, casts another spell, or makes an attack. Success: a shimmering, translucent dome surrounds the caster and everything within it, blocking anything from entering it, including non-Criti-
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cal Success attacks from energy weapons. A Critical Success attack from an energy weapon will destroy the bubble. Nothing can exit the bubble unless that caster ends the spell. Critical Success: as above, but creatures within the bubble can make nonenergy missile attacks through it. Failure: no effect Fumble: a bubble forms and then immediately pops, deafening those inside it for 1d10 minutes.
Fumble: the caster’s presence and location are known to all creatures attuned to the region within range. Shower of Bone Range: 30 m Duration: instantaneous Success: shards of bone emerge from the earth and hurtle toward the target, dealing 2d6 damage. A target making a successful Move Check reduces the damage to 1d6. Critical Success: as above, but the damage dealt is 2d6+6 (1d6+6 if target makes successful Move Check). Failure: no effect Fumble: shards strike the caster, dealing 1d6 damage. No Move Check is allowed.
Purification Range: see below Duration: permanent Success: the caster purifies an object touched and anything in contact with the object in a 5m radius. Purification makes water safe to drink and food safe to eat. It also removes radiation as well as leaked acid from energy cells. The effects of a plague thrower are also halted. Critical Success: as above, but range is 10 m radius. Failure: no effect Fumble: the caster soaks up any toxins in the radius, suffering their effects.
Stitch Bone Range: touch (both hands) Duration: permanent Success: the caster can mend broken bone, including bone weapons. The bone can still be broken again. Critical Success: as above, but the bone can never be broken again. Failure: no effect and the spell will not work if attempted again on the same break. Fumble: 1d10 of the caster’s fingers break, dealing 1 point of non lethal damage per broken finger. The caster can cast this spell again to mend his fingers and recover the nonlethal damage, but each finger requires a spellcasting Check. The spell will not work if attempted twice on the same break.
Rumor of the Earth Range: 500 m radius Duration: 10 seconds Success: the caster can sense the presence and general locations of nonhuman lifeforms not attuned to the region within range. Critical Success: the caster can sense the presence and exact locations of non-human lifeforms not attuned to the region within range. Failure: no effect
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Table 2-4: Kytenne Driver Abilities Level Alert Attack Beasts Tech 1 14+ 12+ 11+ 14+ 2 14+ 12+ 11+ 14+ 3 13+ 11+ 10+ 13+ 4 12+ 10+ 9+ 12+ 5 12+ 10+ 9+ 12+ 6 11+ 9+ 8+ 11+ 7 10+ 8+ 7+ 10+ 8 10+ 8+ 7+ 10+ 9 9+ 7+ 6+ 9+ 10 8+ 6+ 5+ 8+
Move 14+ 14+ 13+ 12+ 12+ 11+ 10+ 10+ 9+ 8+
Affl. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Mut. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Slth. 14+ 14+ 13+ 12+ 12+ 11+ 10+ 10+ 9+ 8+
Surv. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
troops a +1 bonus to initiative, attacks, and AC for 1 round. This improves to 2 rounds at level 5 and 3 rounds at level 10. This ability functions when mounted as well as on foot. Breacher: a Kytenne Driver can control his mount to knock aside objects and trample enemies upon making a successful WIL Check. The creature can then make an attack on any enemy in its path, dealing 1d8+3 damage and forcing the victim to make a STR Check at -3 to avoid being trampled for an additional 1d8+3 damage. Kytenne can also knock aside objects weighing less than 200 kg. Call Kytenne: by making an Attunement Check, you can summon the region’s single nearest Kytenne. Either you or the Kytenne must be Attuned to the region. It takes 4d20 minutes for the creature to arrive. Once the Kytenne arrives, you can make a WIL Check for the creature to allow you to mount it.
Kytenne Driver (Cruach)
In the Qaxatenn Mountains dwell large crablike creatures called Kytenne. Covered in hard and articulated shells, the Kytenne make excellent mounts. Kytenne Drivers use Kytennes as mounts for war. They maneuver the creatures in combat, helping them to overcome natural instincts of flight in the face of danger. Kytenne Drivers are chosen from among the tribe’s best warriors, and function as the cavalry of the Cruach. Hit Points: 1d8 + CON modifier Weapon Proficiencies: knife, spear, stone/bone handaxe, club Non-proficiency Penalty: -2 Armor: any Mutation Checks: 2 (75% minor, 25% major) Attuned Regions: 3 Battle General: Once per day, you can issue commands that give your
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Table 2-5: Sentinel Abilities Lvl Alert Attack Beasts Tech Move Affl. Mut. Slth. Surv. 1 12+ 11/13+ 16+ 16+ 14+ 13+ 13+ 16+ 13+ 2 11+ 11/13+ 15+ 15+ 14+ 13+ 13+ 15+ 13+ 3 11+ 10/12+ 15+ 15+ 13+ 12+ 12+ 15+ 12+ 4 10+ 9/11+ 14+ 14+ 12+ 11+ 11+ 14+ 11+ 5 9+ 8/11+ 13+ 13+ 12+ 11+ 11+ 13+ 11+ 6 9+ 7/10+ 13+ 13+ 11+ 10+ 10+ 13+ 10+ 7 8+ 6/9+ 12+ 12+ 10+ 9+ 9+ 12+ 9+ 8 7+ 5/9+ 11+ 11+ 10+ 9+ 9+ 11+ 9+ 9 7+ 5/8+ 11+ 11+ 9+ 8+ 8+ 11+ 8+ 10 6+ 5/7+ 10+ 10+ 8+ 7+ 7+ 10+ 7+ Attack Column: first number is melee attacks, the second for missile attacks
Bleeding Wound: when you achieve a Critical Hit with a cleaver or slicer, your enemy bleeds profusely, taking 1d3 damage per round. The victim may make an Affliction Check each round after it first begins bleeding; success means the bleeding ceases. Hard as Bone: when you are wearing bone armor and get hit by a smashing or chopping attack, you can sacrifice 1 point of Armor Class to reduce the attack’s damage by 1d8 points. A Bone Shaper can repair the armor damage. It takes one full day to repair 1 point of Armor Class. Last Stand: when an ally within your sight is knocked unconscious or killed, your melee attack damage improves by one die type (d4 to d6, d6 to d8, d8 to d10, d10 to 12). Once the victim is back up and active, the die type returns to normal.
Sentinel
Sentinels stand guard around the perimeter of the Zangatur or Qaxatenn. These men and women put aside tribal conflicts to act as protectors of their homeland. They often join forces with Beast Stalkers to lead guerilla assaults on Invaders. Tuzanian Sentinels are famed for their use of the cleaver, a heavy bone weapon with a serrated blade, while Cruach Sentinels favor the slicer, a razor-edged length of bone attached to their forearms with strips of hide. Hit Points: 1d10 + CON modifier Weapon Proficiencies: spear, knife, bow, handaxe, cleaver (Tuzanian), slicer (Cruach) Non-proficiency Penalty: -1 Armor: any Mutation Checks: 1 (75% minor, 25% major) Attuned Regions: 3
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Table 2-6: Silvertongue Abilities Lvl Alert Attack Beasts Tech Move Affl. Mut. Slth. Surv. 1 14+ 11/14+ 14+ 17+ 13+ 10+ 12+ 14+ 12+ 2 13+ 11/14+ 13+ 16+ 13+ 10+ 11+ 14+ 11+ 3 13+ 10/13+ 13+ 16+ 12+ 9+ 11+ 13+ 11+ 4 12+ 9/12+ 12+ 15+ 11+ 8+ 10+ 12+ 10+ 5 11+ 8/12+ 11+ 14+ 11+ 8+ 9+ 12+ 9+ 6 11+ 7/11+ 11+ 14+ 10+ 7+ 9+ 11+ 9+ 7 10+ 6/10+ 10+ 13+ 9+ 6+ 8+ 10+ 8+ 8 9+ 5/10+ 9+ 12+ 9+ 6+ 7+ 10+ 7+ 9 9+ 5/9+ 9+ 12+ 8+ 5+ 7+ 10+ 7+ 10 8+ 5/8+ 8+ 11+ 7+ 5+ 6+ 10+ 6+ Attack Column: first number is melee attacks, the second for missile attacks
Mutation Checks: 2 (75% minor, 25% major) Attuned Regions: 3
Silvertongue (Cruach)
Liquid silver bubbles from the ground in the northern-most reaches of the Qaxatenn Mountains. The searing steam accompanying the emerging element scalds all who attempt to extract it. Those foolhardy enough to do so are the Silvertonegues, so named for the silver burns that mark their lips and mouths – a testament to surviving the Ritual of Steam. They swallow the liquid silver in a test of strength and defiance, resulting in either endless vigor or painful death. Silvertongues are considered to be the most fearless of all Cruach warriors. They are also regarded as psychotic (to use modern parlance).
Bring On the Pain: When you suffer enough damage to reduce you to zero Hit Points, you can make a WIL Check. If you succeed, you have 1 Hit Point instead. For each use of this ability before gaining a night’s rest, your WIL Check is penalized by a further -1. Unleash the Pain: whenever your attack damage dice result in a 1, change the result to 2. Worsen the Pain: add the higher of your STR or WIL to Critical Hit damage when using melee or thrown weapons. If both Stats are -1 or worse, add your AGL.
Hit Points: 1d12 + CON modifier Weapon Proficiencies: club, knife, handaxe, spear Non-proficiency Penalty: -1 Armor: none
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Table 2-7: Untouchable Abilities Level Alert Attack Beasts Tech 1 13+ 12+ 14+ 14+ 2 13+ 12+ 14+ 14+ 3 12+ 11+ 13+ 13+ 4 11+ 10+ 12+ 12+ 5 11+ 10+ 12+ 12+ 6 10+ 9+ 11+ 11+ 7 9+ 8+ 10+ 10+ 8 9+ 8+ 10+ 10+ 9 8+ 7+ 9+ 9+ 10 7+ 6+ 8+ 8+
Move 14+ 14+ 13+ 12+ 12+ 11+ 10+ 10+ 9+ 8+
Affl. 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+ 7+ 6+
Mut. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Slth. 13+ 13+ 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+
Surv. 12+ 11+ 11+ 10+ 9+ 9+ 8+ 7+ 7+ 6+
Hit Points: 1d10 + CON modifier Weapon Proficiencies: bow, knife, and one other Non-proficiency Penalty: -2 Armor: any Mutation Checks: 2 (75% minor, 25% major) Attuned Regions: 6
Untouchable (Tuzanian)
Tuzanians that vie for their tribe’s chieftainship risk death or expulsion. Untouchables are those whose challenge was defeated, but survived the combat. Defeated challengers are branded with a mark signifying their failure and cast out. Yet, despite being pariahs, many are not held in low esteem. Going toe-to-toe with a superior warrior and surviving is a measure of bravery. These folk are “living martyrs” whose brands are not marks of shame, but of honor. Untouchables develop exceptional survival skills and many travel more extensively than even the most accomplished Beast Stalkers.
Kalsentian Blood: Untouchables make Attune Checks at +2 if they first spend a night sleeping in that region. Survivor: you gain one feature of your choice from the Beast Stalker class. Savant: you may improve one Ability column by 1. For example, you could change the Survive column to read 11+, 10+, 10+, 9+, etc.
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Table 2-8: Wing Rider Abilities Level Alert Attack Beasts Tech 1 12+ 13+ 11+ 16+ 2 12+ 13+ 11+ 15+ 3 11+ 12+ 10+ 15+ 4 10+ 11+ 9+ 14+ 5 10+ 11+ 9+ 13+ 6 9+ 10+ 8+ 13+ 7 8+ 9+ 7+ 12+ 8 8+ 9+ 7+ 11+ 9 7+ 8+ 6+ 11+ 10 6+ 7+ 5+ 10+
Move 12+ 12+ 11+ 10+ 10+ 9+ 8+ 8+ 7+ 6+
Aff. 14+ 14+ 13+ 12+ 12+ 11+ 10+ 10+ 9+ 8+
Mut. 15+ 14+ 13+ 13+ 12+ 11+ 10+ 10+ 9+ 8+
Slth. 14+ 14+ 13+ 12+ 12+ 11+ 10+ 10+ 9+ 8+
Surv. 14+ 14+ 13+ 12+ 12+ 11+ 10+ 10+ 9+ 8+
Beast Attunement: You have a Terradon you share an empathic bond with. While you are touching the beast, you can communicate basic thoughts and commands. Further, you may share any geographic Attunement with your beast. This works both ways; if your beast is Attuned to a land you are not, you gain his Attunement as long as you are touching the beast. See page 34 for more information on Attunement. Flying Leap: when you leap off your Terradon, such as onto a vine or an enemy’s back, your Move Checks are made at +2. Bird’s Eye: you can see twice as far as a normal human.
Wing Rider (Tuzanian)
Soaring above the jungle and weaving through its labyrinth of trees are the Wing Riders, masters of the Zangatur’s Terradons. Wing Riders are the ultimate scouts when it comes to surveilling Invader activity. Alas, many of their ranks have been shot down by these new enemies. Standing or sitting astride their beasts, Wing Riders develop an extraordinary degree of body control. They are exceptional athletes as a result, even when they aren’t riding. Hit Points: 1d8 + CON modifier Weapon Proficiencies: spear, bow, sling Non-proficiency Penalty: -2 Armor: light hide Mutation Checks: 2 (75% minor, 25% major) Attuned Regions: 3
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Weapon Dam. Range Notes Blowpipe 1 6m 1 Bolas -5m 2 Bow 1d8 40 m Cleaver 1d8 -3 Club 1d6 -Handaxe 1d6 6m Knife 1d4 6m Net -Spear 1d6 6m Slicer 1d8 -3 Sling 1d4 8m 1. Poisonous (one dose of poison generated on page 40). 2. Entangling (on a hit, victim must make Move Check or legs become entangled. Move Check every round to become unentangled. While entangled, victim cannot move and makes all attacks at -1) 3. Bleeding (Sentinel only, on critical hit, victim takes 1d3 damage per round; Affliction Check stops effect.)
PART 4: Gear There is no currency or standard for exchange in The Bone Age. Each 1st level character begins with the following gear:
•
Two weapons they are proficient with and a bone knife. Clothing appropriate to their culture and environment. Armor as allowed by class. Items unique to their Role.
• • •
Armor Light Hide
Armor Class 2
Heavy Hide Bone
3 4
There is a chance each character may possess one item of Invader Technology. This chance is based on the character’s class and equals their Alien Tech ability (13+, 14+, etc.). Characters possessing a piece of Invader tech roll 1d20 on the table below to determine the item. Roll Item
Roll Item
Roll Item
1
Bubble Blaster
8
Tri-Poke
15
Jet Back
2
Plague Thrower
9
Zap Stick
16
Moon Goggles
3
Ray Gun
10
Bubble Helmet
17
Safe Suit
4
Scrambler
11
Energy Cell(s)*
18
Space Boots
5
Squirt Gun
12
Hot Gloves
19
Space Gauze
6
Zap Gun
13
Hover Plate
20
Talkie-Walkie
7
Sucker Whip
14
Jack Pills (1d6)
* Roll 1d6: 1-3 (1d10 small cells), 4-5 (1d6 medium cells), 6 (1d3 big cells)
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Invader Tech
The following equipment is produced and used by Invaders. A few 1st level characters may even begin play with an item (see previous page). Complexity is a modifier applied to Invader Tech Checks to figure out how to use a given device. A failed Check means the PC is stumped – the item’s secrets remain hidden. If a PC has used the same item type previously, a Check is not necessary. If a PC has used a similar item in the past, add +2 to the Complexity modifier. Fumble is what happens when a PC rolls a 1 on a Tech Check or when making an attack (in the case of a weapon). Power is the type and number of energy cell(s) the item requires and the number of charges the item drains each time it is used. Energy cells are detailed on page 30. If an item does not require energy cells, this line is not listed. Ranged Weapons Bubble Blaster Complexity: +2 Fumble: blaster is backed up with sticky bubble juice. Item is useless until cleaned. The user’s hand is stuck to the weapon for 2d6 minutes. Power: 1 small cell. Each use drains 1 charge. Range: 10 m Damage: 1d6 (see below) The bubble blaster is a pistol that fires hundreds of bubbles of varying size. When the bubbles pop, they collectively deal 1d6 damage to everything within a 5 m radius of the detonation (10 m from the shooter). Plague Thrower Complexity: 0 Fumble: plague spores leak from the barrel, spilling on the ground. If it comes into contact with bare feet, make an Affliction Check or suffer the effects below. Power: 1 medium cell. Each use drains 2 charges. Range: 15 m Damage: see below The plague thrower is a rifle that shoots a jet of brown liquid, infecting anything it strikes with a disease similar to leprosy. The victim’s flesh immediately begins to develop disgusting sores. Over the following week, the victim suffers nerve damage. Their Move Ability is penalized by -2. Each week the PC must make an Affliction Check. If failed, they lose a random finger or toe. When all digits are gone, the nose is next. The disease may only be cured by an Elder Prophet’s sorcery or with space gauze.
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Ray Gun Complexity: +3 Fumble: the gun explodes, blowing off the hand of the user and dealing 1d8+2 (pistol) or 1d10+4 (rifle) damage. Power: 2 small cells (pistol), 3 small cells (rifle). Each use drains 1 charge from each cell. Range: 100 m (pistol), 150 m (rifle) Damage: 1d8 (pistol), 2d6 (rifle) The ray gun is the most common weapon used by Invaders. Its simple mechanism discharges a green bolt of energy at an enemy. Scrambler Complexity: -2 Fumble: the gun melts and then immediately hardens, burning the user for 1d8 damage and leaving their hand covered in solid metal. The hand is useless after that, but can deal 1d4 + STR unarmed damage. Power: 2 small cells. Each use drains 1 charge from each cell. Range: 10 m Damage: 1d6 + special The scrambler fires microwaves at its target. If the attack hits, the victim takes 1d6 damage and must make an Affliction Check. If failed, they begin vomiting for 2d6 rounds as their internal organs begin to rupture. They make a further Affliction Check each subsequent round or suffer a further 1d4 damage. Once the Check succeeds, the damage ceases. Squirt Gun Complexity: +1 Fumble: the gun’s internal liquid seeps through the handle, dealing half its normal damage to the wielder. Power: 1 medium cell. Each use drains 1 charge. Range: by type (see description) Damage: by type (see description) Squirt Guns are short-barreled rifles housing a chamber of liquid, filled with either acid or melted magma. The housing is made of a metal that is impervious to any contents emptied into it, as is the barrel. Acid has a range of 50 m and deals 1d4 damage for 1d6 rounds. Magma has a range of 10 m and deals 2d6 damage. Other liquids may be used, the effects of which are determined by the GM.
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Zap Gun Complexity: 0 Fumble: user is zapped with electricity, taking 3d6 nonlethal damage Power: 1 small cell. Each use drains 1 charge. Range: 30 m Damage: 3d6 nonlethal Zap guns are pistols used to render targets unconscious. Melee Weapons Tri-Poke Complexity: N/A Fumble: as any melee weapon Damage: 1d8 The product of civil wars, the tri-poke is a three-pronged spear, with each tip spaced to match the position of one of an Invader’s three eyes. When used against an Invader, a Critical Hit renders the Invader blind. Zap Stick Complexity: +2 Fumble: wielder is hit for 3d8 nonlethal and 1d8 normal damage Power: 1 small cell. Each use drains 1 charge. Damage: 3d8 nonlethal and 1d6 normal damage Zap sticks serve a similar function as zap guns, but deliver a more potent shock. Utility Devices Bubble Helmet Complexity: -2 Fumble: helmet cracks and is rendered useless Power: 2 small cells. Each use drains 1 charge from each cell and lasts 30 minutes Bubble helmets look like goldfish bowls large enough to fit over an Invader’s head. While they look comically large on any human, their bases are vacuumsealed and will fit any adult human weighing at least 55 kg. The helmets grant the wearer to breathe safely in any environment, including under water. Energy Cell Complexity: +1 Fumble: cell inserted backward; 1d4 nonlethal shock damage Invaders power their devices with energy cells. There are three varieties: small, medium, and big. A fully charged small cell has 10 charges, a medium cell 8 charges, and a big cell 5 charges.
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Hot Gloves Complexity: +2 Fumble: gloves don’t fit Hot gloves are worn by Invaders as protection for their “hands” when handling dangerous materials such as radioactive or electrically charged items. They also protect against immersion in lava or quicksilver. On a human, these gloves reach to the shoulder. Hover Dish Complexity: -4 Fumble: hover dish flies off in a random direction, eventually crashing for 2d6 damage. Power: 4 big cells. Each use drains 2 charges from each cell and lasts 15 minutes. Hover dishes are 3 m in diameter round platforms. Railings line the platform’s circumference, preventing passengers from falling off. A control panel of buttons, knobs, and levers allows the pilot to control the hover dish, which can reach heights of up to 30 m and travel up to 50 km/h. Jack Pill Complexity: -4 Fumble: N/A Jack pills are little bites of adrenaline. One pill gives a PC +1 to Move, melee Attacks, and STR Checks for 1 hour. An Affliction Check must be made for the pill’s effects to take place (see below for results of failure). Multiple pills may be taken for increased effects, but each pill beyond the first requires an Affliction Check with a penalty equal to the number of extra pills taken. For example, a PC swallowing 4 pills would make a -3 Affliction Check. A failed Check results in extreme stomach cramps and jitters. All Move Checks are made with a penalty equal to the number of pills taken. The effect lasts a number of minutes equal to the swallower’s Affliction Ability. Jet Back Complexity: -4 Fumble: Roll 1d6: 1-3 explosion for 1d10 damage. 4-6 jet back takes off with PC still in it, spinning out of control. Crash for 2d6 damage. Power: 3 medium cells. Each use drains 1 charge from each cell and lasts 30 minutes. Jet backs are rocket powered backpacks. They can fly up to 100 km/h and reach heights of 100 m. Moon Goggles Complexity: +4 Fumble: Roll 1d20 the first time the goggles are used. A result of 2-5 means only
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one lens works. A result of 1 means none of the lenses works. Power: 1 small cell. Each use drains 1 charge and lasts 1 hour. Moon goggles allow the wearer to see the infrared spectrum. The goggles have three lenses and are made to fit on the large heads of Invaders. Humans can fit one lens over their entire face. The goggles are fitted with straps which can bind them to the wearer’s head. Safe Suits Complexity: +3 Fumble: PC gets stuck in the suit and must be cut out. Safe suits are neoprene-like body suits that protect against extremes of temperature. The suits conform to the size and shape of the wearer, and cover the entire body, save for the face. They keep the wearer cool in hot and humid weather. A safe suit can survive in lava for up to 10 minutes before melting. Because safe suits cover the ears, Alertness Checks involving hearing are made at -2. Cutting ear holes is possible. Space Boots Complexity: +4 to put on, -3 to operate (first three times) Fumble: wearer bounds 2d10 meters in a random direction, eventually crashing. They are damaged for a number of Hit Points equal to half the number of meters leaped. Power: 1 medium cell for each boot. Each use drains 1 charge and lasts 30 minutes Space boots allow the wearer to defy gravity. A successful Move Check allows the wearer to leap up to 20 meters horizontally and 5 meters vertically. If only a single boot is powered, the Move Check is made at -3 and fumbles occur on rolls of 1-5. Space Gauze Complexity: +3 Fumble: microscopic robots get it wrong and cause 1d6 damage. Space gauze is small adhesive patches used in healing wounds. Filled with microscopic robots, a patch is applied anywhere on the body (often the arm). The patch heals 1d6 hp over the course of one minute. It can also halt or neutralize diseases, poisons, and the effects of a plague thrower after 1d10 minutes. Talkie-Walkie Complexity: -6 (to figure out common frequencies between units) Fumble: a loud screeching noise deafens wearer for 24 hours. Power: 1 small cell. Each use drains 1 charge and lasts 24 hours. Talkie-walkies are communication devices with a range of 500 meters.
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PLAYING THE GAME Earlier in this book, the basic mechanics of The Bone Age were discussed. This chapter adds to those concepts, presenting spot rules and variations to make your game more satisfying. Topics include using modifiers, Attunement, combat, character injury and death, environmental dangers, radiation winds, healing, social interaction, exploration and survival.
Modifiers
Target Numbers, Success and Failure
Some actions are more difficult than others. Some are easier. While a character’s given TN in an Ability or Stat is usually enough to resolve an action, there will be times when the GM decides the action’s difficulty requires an adjustment to the d20 Check. These adjustment modifiers range from -4 (very difficult) to +4 (easy). The modifier is applied to the roll, not the TN.
The core of The Bone Age’s mechanics is rolling a d20 and comparing the result to a Target Number (TN). If the roll equals or exceeds the TN, the Check succeeds. TNs are based on a character’s Abilities or Stats and are expressed as X+, where X is the TN. For example, a character might have a Tech Ability of 16+, meaning they need to roll 16 or higher on a d20 to figure out how to use a piece of alien equipment. Rolls of a “natural” 20 always succeed, even if modifiers would make a result of 20 or higher impossible. A natural 20 is also a Critical Success as long as a natural 20 wasn’t required to succeed. Rolls of a natural 1 always fail, even if modifiers would guarantee success Natural 1 rolls are also Fumbles as long as a natural 1 wasn’t the only way the attempt could fail. The effects of Critical Successes and Fumbles depends on the action attempted – using alien technology, attacking an enemy, and Attuning all have their own results for Critical Success and Fumbles. Other actions are not so clearly defined and must be adjudicated by the GM.
Azora is running along a massive tree limb in pursuit of an enemy. The limb is uneven, so the GM asks for a Move Check. Azora’s Move Ability is 13+. However, the limb is sticky from a trail of mucous left by a gooey. The GM feels the mucous makes her Move action more difficult. She assesses a -3 modifier to Azora’s d20 roll.
Stats and Abilities When characters attempt actions that bring with them the chance of a dramatic outcome, the GM will ask for a Check. A Check is based on either a Stat or an Ability. Stats are used when the action attempted relies on pure, untrained capability. Here are some examples where Stat use is appropriate: • Agility: this Stat is not tested; the Move Ability is always used for Checks of reflexes or coordination
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• • • • •
Constitution: resisting the effects of heat or other climate extremes Instinct: anything involving a “gut feeling,” such as reading someone’s body language Intelligence: making sense of clues, such as discerning the basic meaning of Invader speech Strength: lifting, pushing, or pulling an object Will: defying mind-affecting attacks, resisting pain
•
Attuning to a Region Every living creature on Kalsentia is Attuned to its habitat. Creatures that travel beyond their homes may Attune to more than one region. In game terms, a region is a single hex on the back cover map. Attunement is a spiritual attachment to the land and its rhythms. Creatures gain several benefits when acting in a region they are Attuned to: • Alertness and Stealth Checks are made at +2; all other Checks are made at +1. • Any roll of 1 may be re-rolled. If the re-roll is also a 1, the character loses Attunement to that region and suffers a fumble if appropriate.
Abilities are generally used more than Stats. Abilities come into play when the character’s experience is more important than raw talent. The GM should consider Ability Checks before Stat Checks; only when an Ability makes no sense should a Stat Check be called for.
• • • • • • • •
lently Survival: foraging for food, hunting & fishing, finding and building shelter, finding potable water, making and maintaining fire, treating wounds, navigating
Alertness: detecting subtle sounds, sights, or smells without actively searching. The GM makes Alertness checks Attack: for melee and missile attacks Beasts: calming or commanding creatures, as well as understanding their postures, sounds, and habitats Technology: making sense of the technology of the Invaders, often used in figuring out the way their weapons work Move: acts of athleticism, including balance, reflexes, and jumping Afflictions: resisting the effects of poison, disease, sickness, and radiation burns Mutation: resisting the mutating effects of radiation Stealth: hiding and moving si-
A character may attempt to Attune to a region by entering a trance for 4+ hours. The trance must be uninterrupted by loud noises or physical disturbance. After the trance is over, the character makes a Check with a TN of 15+, modified by their WIL Stat. Success means the character is attuned to that region. If the Attunement Check is a natural 1, the region’s spirit is offended and a Retribution is enacted (see pages 57-60). Further, the character may never Attune to that region again. Characters that lose Attunement due to rolling a 1 on a re-roll (see pre-
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vious page) may attempt to Attune again after one year passes. Each region is noted by a number indicating its location on the map. For example, the most northeastern region of the Zangatur is region 0704, and includes a small section of dry grasslands. Regions are not “neat” – they frequently encompass more than one type of terrain. Such is the nature of Kalsentia’s spiritual makeup.
A surprised group is unable to act for one round. If one group is surprised and the other isn’t, each member of the non-surprised group gets to perform one action, while the surprised group cannot act. After the surprise round is ended, Initiative order is determined (below). If both sides are surprised, proceed to Initiative. OPTION: if a more “realistic” approach is desired, the Surprise roll is an Alertness Check made by the character or NPC closest to the enemy. If there is no clear “closest” character, the one with the highest Alertness makes the Check. In the case of an ambush, the GM may call for an Opposed Check, pitting the member of the ambushing group with the worst Stealth Ability against the closest member of the approaching group’s Alertness Ability.
Combat Sooner rather than later the characters will meet opposition intent on killing them. The rules for combat are simple and fast. They’re also deadly – in keeping with everything in The Bone Age!
Rounds & Turns
Combat is broken down into 10-second Rounds, during which every combatant has the opportunity to make one Action on their Turn.
Initiative
After the surprise round – if one is needed – both sides make an Initiative roll. This is a simple 1d20 roll, with the side achieving the highest result acting first. After that group has acted, the other group’s members get to act. The round ends when both sides have acted; a new round is begun with the same Initiative order used throughout until combat ends. PCs act in order of Move Ability. Some tables may prefer to seat players in that order. OPTION: some gaming groups prefer to establish Initiative order by individual character rather than by entire side. In this case, each PC makes an INS Check. Margins of Success are calculated and actions
Surprise
If there is a chance that one or both parties is unaware of the other, a Surprise Check is made. If one side is lying in wait to spring an ambush attack, that side doesn’t need to roll for Surprise. A group subject to Surprise rolls a d6. Results of 2 or lower mean that group is surprised. The GM may alter this depending on extenuating circumstances such as poor visibility or a loud environment. In those cases, rolls of 1-3 or even 1-4 result in surprise. Similarly, clear visibility or especially quiet environments could reduce the Surprise chance to 1 in 6.
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For example, a character with an Attack Ability of 12+ facing an enemy with an AC of 2 would roll 1d20 and subtract 2. If the modified result is 12 or higher, the attack succeeds. A successful attack always deals damage. Damage is subtracted from the defender’s Hit Points. Damage dealt is based on the attacker’s weapon and their Margin of Success. For example, a character with a MoS of +1 attacking with a spear deals 1d6+1 damage (1d6 for the spear and +1 for the PC’s MoS). A successful attack always deals at least 1 point of damage.
take place in order from highest to lowest. AGL scores are used to break ties. GM-controlled groups – especially those consisting of multiples of the same creature – need only make one Check. If the GM-controlled group includes a leader or other important members, they may perform a unique INS Check apart from the rest of the group.
Actions
When it’s a combatant’s turn, they may perform an action. Actions consist of any of the following:
• • • •
Move: the combatant may move a number of meters equal to their Speed. Charge: the combatant may move half their Speed (rounded down) and perform a Melee Attack. Attack: the combatant may perform a Melee or Missile Attack. Esoteric Action: the combatant may perform an action related to the use of a special ability such as one granted by a mutation or sorcery.
Critical Hits and Fumbles
When a combatant rolls a natural 20 on their Attack Check, they have achieved a Critical Hit. Critical Hits deal damage equal to the maximum damage the attack would normally achieve plus an extra damage die based on the weapon’s standard damage. Using the example above, a character whose spear normally deals 1d6+1 damage would deliver 7 + 1d6 damage on a Critical Hit (maximum of 1d6+1 plus an extra 1d6). If a combatant rolls a natural 1 on their Attack Check, they have Fumbled. In melee combat, Fumbles allow the enemy to make a free attack against them. For a combatant that fumbles a missile attack, their attack strikes an ally closest to the intended target. If there are no allies within 3 meters of the target, the missile weapon breaks.
Minor acts such as shouting or pulling out an easily accessible item such as a knife are not counted as Actions and may be performed at will. A character may perform one of these Minor Actions on their turn.
Attacking
To attack an enemy, a combatant makes a Check using the Attack Ability associated with their chosen weapon. Attack Checks are always modified by the defender’s Armor Class.
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Characters fall unconscious when they reach 0 Hit Points. They immediately begin losing 1 HP per round until they reach -10 HP, when death occurs. A PC’s WIL Stat affects this number; for example, a +1 WIL changes the death threshold to -11, while a -2 WIL would change it to -8. When a character dies, the land may resurrect her, albeit possibly in a different physical form. A dead body is absorbed into the ground within minutes. 24 hours later, the dead character’s fate is revealed by rolling 1d20 on the table on the following page.
Missile Range
Every missile weapon has an associated range. Any attack within that range is made as normal. Attacks made above that range are made at -1. Each range increment confers a further -1 penalty. No missile may reach beyond three times their range increment. For example, a bow has a range of 30 meters. Any arrow fired 30 meters or closer is not subject to a ranged penalty. Attacks made between 31 and 60 meters are made at -1, attacks made between 61 and 90 meters are made at -2, and attacks made between 91 and 120 meters are made at -3. Attacks made against targets 121 meters or beyond will not reach.
Healing & Recovery After an uninterrupted night’s sleep, characters recover a number of Hit Points equal to 1/2 maximum HP in an Attuned region, and 1/4 maximum HP in a region they are not Attuned to. For example, a PC with a maximum of 20 HP recovers 10 HP in an Attuned region, and 5 in a region they are not Attuned to. Round all fractions up. NLD recovers at the rate of 1 HP + character level every half hour of rest or non-strenuous activity such as walking or mild hiking. Double the recovery rate in an Attuned region. Characters recover all NLD after a night’s uninterrupted sleep. A character making a successful Survival Check stops wounds from bleeding. It also allows a PC to make another Affliction Check. Characters do not heal any damage if they are suffering from starvation or thirst (p. 42).
Nonlethal Damage Not all damage breaks bones or rends flesh. Nonlethal damage (NLD) comes from sources such as exhaustion, illness, mental stress, and extremes of heat. Combatants must keep a tally of all NLD dealt to them. When NLD exceeds current Hit Points, the victim falls unconscious. For each hour strenuous activity is avoided, the victim regains 1d4 +CON nonlethal damage (minimum of 1 point regained).
Character Death The Fevered Continent is a lethal place. Death can occur at unexpected moments, even when no hazards are visible. The land itself may decide the PC is a threat and attempt to snuff them out by unleashing rockslides, volcanic eruptions, or earthquakes.
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Table 3-1: Character Death 1d20* Result 1-10 The PC is permanently dead. The spot where they died is forever black and barren. 11-13 A plant sprouts on the death spot, growing at a rate of 500mm/day until it reaches the PC’s living height. As it grows, it takes on the PC’s form, finally becoming a Verdure (see p. 87). The Verdure retains the PC’s INS, INT, WIL and memories. 14-16 A gelatinous egg forms on the death spot. Over seven days, an embryo forms and rapidly grows into a clone of the PC, complete with memories intact. The clone is almost physically and mentally identical to the PC; roll 1d6 and compare it to your Stats (1=AGI, 2=CON, 3= INS, etc). That Stat must be re-rolled (3d6, consult table on page 8). If the resultant Stat Score (-4 to +4) remains unchanged, roll again until a different Stat Score is generated. The clone is automatically Attuned to the region. It begins to wither if it enters a region it is not Attuned to; every hour, it loses 1d3 hit points and alternately 1 point of STR and CON. 17-19 A hybrid of the character and an animal native to the region forms in a muddy pool over 1d8 days. The new creature retains the PC’s INT, WIL and memories, but gains the physical Stat Scores of the animal. Its INS is the higher of the PC’s original number and the animal’s. The player and GM can work together to agree on the animal. 20 An enhanced version of the PC emerges from the husk of the dead PC in 1d8 days. Roll 1d6 three times, with 1=AGL, 2=CON, 3=INS, 4=INT, 5=STR, 6=WIL. With each roll, add+1 to that Stat’s Score, to a maximum of +5. clear understanding of how the PC is acting and what they are trying to communicate. The NPC’s reactions are in the GM’s hands and are based on the NPC’s personality, intelligence, and goals. Generally speaking, dice Checks aren’t necessary unless the player is having difficulty roleplaying the scene, often the case when a character’s intellectual and personal traits are markedly different than the player’s own. In these cases, the GM may call
Social Interaction When PCs attempt to influence NPCs through guile, charm, intimidation, or logic, they describe what their goals are and how they attempt to achieve them. These social interactions are roleplayed between player and GM, describing or acting out tones of voice, body postures and facial expressions. Many players enjoy playing out these scenes in character, but it isn’t necessary so long as the GM has a
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for an Opposed Check between the PC’s INT versus the NPC’s WIL, or vice versa. WIL is used when a PC is employing their force of personality to influence an NPC rather than any logical argument. INT is used to influence an NPC using intellectual arguments. The GM can also employ a combination of roleplaying and Opposed Checks. Modifiers to the player’s roll can be applied based on the GM’s assessment of the player’s descriptions and portrayal.
chieftain’s reaction) against the chieftain’s WIL. He imposes a modifier of -1 to Azora’s INS Check based on her having failed to initially impress the chief.
Example: Azora is trying to convince the chieftain of a rival tribe to allow her and her companions to pass through their territory on their way to attack a group of amassing Invaders. Azora is the character of Anne, who describes Azora’s pleas as emphasizing the shared threat the Invaders pose. She tells the GM Azora is using a firm voice and standing tall, trying to emphasize her strength of purpose: “We must stand together or we will both fall.” The GM knows the chieftain is more likely to be convinced through a combination of flattery and capitulation. The chieftain responds with a handwave and a snort of derision: “I have no fear of the Invaders. My rule over this land is absolute. You have nothing to offer.” Anne decides to take a different tack: “You are indeed a man of strength and courage. We cannot defeat our enemies without you. Should you allow us to pass through this land, I will send word throughout the Zangatur that you are the savior of our people.” The chieftain softens a bit, but he is cautious of Azora’s change in tone. Conflicted, the GM decides that an Opposed Check is in order, pitting Azora’s INS (as she is basing her manner on her ability to predict the
It isn’t called the Fevered Continent for nothing. Kalsentia is never less than stifling. Temperatures routinely climb to 40°C (104°F). Since hot weather is the norm, all life forms accept it as routine. However, when temperatures and humidity levels reach especially high levels, even the most hardy creatures suffer. Dry Heat: When the temperature climbs over 40°C, characters must make an Affliction Check every hour as Kalsentia attempts to suck moisture from their body. Failure results in the character being dealt 1d4 nonlethal damage. Further Affliction Checks can stop at the GM’s discretion as conditions change or if the character is given shade and/or water. Extreme Humidity: humid heat is different than dry heat. When hot temperatures combine with high humidity levels, characters begin to have difficulty breathing as Kalsentia attempts to fill their lungs with water. Extreme humidity causes a penalty of -1 to all Checks. Multiple days accrue further -1 penalties. If the environment has both high
Hazards The Invaders pose only one of many dangers on the Fevered Continent. Falls from great heights, brutal temperatures, and poisonous plants are all out to get you.
Heat
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temperatures and excessive humidity, their effects combine, except that giving the victim water won’t help.
Table 3-3: Poison Effects d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Poison
Most creatures and plant life use some type of poison. The types of poison vary from region to region and even within the same species. When exposed to a poison, make an Affliction Check. If failed, the poison enters the victim’s system. Below is a table for the GM to create their own poisons. Before using the table, roll 1d6: results of 1-4 mean the poison has one effect. A roll of 5-6 means the poison has two effects, each with its own onset and Check. To use the table, roll a d10 for each of the following columns: Unit: the die to rolled when determining the Onset. Onset: when the toxin begins to affect the victim. Means: how the poison enters the victim’s system. Checks: the number of Affliction Checks the PC must succeed at for the body to expel the toxin. Check Every: the interval to make an Affliction Check.
Effect Paralysis Paralysis Blindness Blindness 1 pt STR loss 1 pt CON loss 1 pt AGL loss 1d2 HP/failed save 1d3 HP/failed save 1d4 HP/failed save Unconsciousness Unconsciousness Vomiting Vomiting Hallucinations Screaming shits 1d2 NLD/failed save 1d3 NLD/failed save 1d4 NLD/failed save Blindness
Table 3-2: Poison Generation d10 1
Unit d4
Onset round(s)
Means Inhaled
Checks 1
Check Every hour
2-4
d6
minute(s)
Contact
2
6 hours
5-7
d8
hour(s)
Injury
3
12 hours
8-9
d10
day(s)
Imbibed
4
24 hours
10
d12
week(s)
Eaten
5
48 hours
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ous damage to the lungs. Anything exposed to falling ash must make an Affliction Check every minute until not exposed. Failure results in 1d4 nonlethal damage and 1 point of lethal damage. Vision can be obscured by falling ash. Ash absorbs the toxins expelled; a Fumble on the Affliction Check means the victim is affected by the toxin, determined by the GM. Liquid silver rains down from some volcanic explosions instead of lava or ash. Exposed creatures are pelted for 1d3 damage per minute. If exposed for more than 30 minutes, damage increases to 1d6 points per minute as the acidic nature of the liquid silver burns flesh. Liquid silver envelopes the toxins the volcanoes spew forth, quickly eating away at them. There is a 5% chance per minute that exposed creatures will be struck by a droplet that bursts and releases one of those toxins; roll on Table 3-1: Poison Generation and Table 3-2: Poison Effects.
Example: Etienne, the GM, rolls 1d6 and gets a 3, meaning the poison has one effect. Now he rolls 1d10 on the # column and gets a 6, which tells him he will be using 1d8 to determine the poison’s Onset. He next rolls 1d10 on the Onset column and gets a 2; the Onset will be expressed in minutes. As mentioned above, he will be using 1d8 for that; he rolls a 6, meaning the poison takes effect after 6 minutes (minutes being the Interval previously established). He rolls 1d10 on the Means column and gets a 3; it’s a contact poison! Looking at the Check column, he rolls a 9; the victim will have to make 4 successful Affliction Checks to be rid of the poison. Moving to the Check Every column, he rolls a 7; an Affliction Check must be made every 12 hours.
Lava, Ash, and Liquid Silver
When Kalsentia becomes infected with the poisons of the Invaders and the sorcerous materials of the Eure, volcanoes emerge to expel them. The reaction can take as little as a handful of weeks to several decades depending on the virulence of the infection. When a volcano does emerge, it creates a tumult for hundreds of kilometers around it. The earth shakes, trees fall, and mountains send boulders tumbling down their faces. Ash, lava, and liquid silver are vomited from the volcano’s mouth, taking the infectious agents with them. Lava deals 3d6 damage per round to those struck by fiery globs or burned by a river of magma. Anything immersed in lava suffers 20d6 damage per round. Lava completely destroys any of the toxins the volcano ejected. Ash can be inhaled, causing seri-
Falling
With action taking place on perilous mountain heights and skyscraper-level jungle canopies, falling is a constant danger. When a character or NPC performs an action that runs the risk of falling, a Move Check is called for. A failed Check means the character falls. Damage from falling is 1d6 per 3 meters, up to a maximum of 20d6. Some falls may be arrested if there are opportunities for the character to grab something such as a vine or branch. The character can make an Move Check to grab onto something every 3 meters. A successful Check halts the character’s progress momen-
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tarily; a STR Check is immediately made to maintain the hold. Upon success, the character has stopped falling and is safe (for the moment – now they have to climb up or down!). If the character fails the STR Check, they begin falling again ignoring the next 3 meters for damage purposes. There may be further objects for the character to grab even if they fail one or more Checks. No more than one Check per 3 meters may be attempted.
quires a Mutation Check using the same modifier as the burn Check. On a failed Mutation Check, determine the number of mutations and the type of mutation(s) the PC is affected by. Then head on over to the Mutations Chapter and roll on either the Minor or Major Mutation Table as directed by the GM. The GM will inform the players what color wind caused the mutation(s).
Radiation
Going without food or water is a very real threat faced by characters, especially when they journey across plains or desert regions. If a PC goes without water for a day, they suffer 2d6 nonlethal damage in addition to any effects from heat. If they go without water for a second day, they accrue 3d6 nonlethal damage in addition to any effects from heat. When nonlethal damage exceeds the PC’s current HP, they fall unconscious and lose 1d4 HP per hour in normal damage. PCs going without food can survive for a day without any adverse effects. With each further day, they suffer 1d6 nonlethal damage. When nonlethal damage exceeds the PC’s current HP, they fall unconscious and lose 1 HP per hour in normal damage.
Starvation and Thirst
When radiation winds sweep across a region and wash over characters, each PC must make an Affliction Check. The closer to a flying saucer, the more difficult the Check, as radiation is more concentrated at the three crash sites. A failed Affliction Check means the character’s flesh has been burned. If the Check is a Fumble, the radiation has been inhaled and the PC’s lungs have been burned, doubling the damage. The Check’s modifier and any damage is assessed depending on the distance of the radiation from the ship that spawned it. Even if a character succeeds on the Affliction Check, they may still gain a mutation by failing a Mutation Check. All contact with radiation re-
TABLE 3-4: Radiation CHecks Distance Check in meters Modifier 0-100 -4 101-500 -3 501-2000 -2 2001-5000 -1 5001+ 0
Mutation Checks 2 1 1 1 1
Damage 3d6 2d6+1 2d6 1d6 1d4
42
Mutation Type 75% major, 25% minor 50% major, 50% minor 25% major, 75% minor 10% major, 90% minor 5% major, 95% minor
MUTATIONS Sooner or later, characters will get caught in the path of radiation winds. Most effects vary between severe burns on exposed flesh to scorched lungs caused from inhalation. But the winds of color – those closest to the crash sites of Invader ships – cause more than burns. Purple winds blowing from the south twist bone and flesh into something less than human. The white winds of the north infuse the recipient with strange effects that ebb and flow. The blue winds of the east play with the mutant’s connection to the environment. only the most concentrated winds that bring with them the highest risk of mutation. As the sources of the winds are cracked fuel reactors in crashed flying saucers, the strongest winds are those found close to the ships. Some humans desire mutation and journey as close to the ships as they can, hoping to gain strange new shapes and abilities. More often than not, the eager human is burned to death or warped so badly that their body cannot function. Their grotesque corpses litter the crash sites. The winds can mutate anything: humans, mammalians, reptilians, bugs, flora, even rock.
The Winds The “winds” is the common term for radiation floating or blowing across the landscape. These winds are marked by their unique color: purple in the south, blue in the east, and white in the north. The strength and danger of a wind can be identified by the saturation of its color. White winds are the most difficult to see, especially weaker ones. The speed at which they travel is commensurate with the violence of the weather. The thick, stifling air of much of Kalsentia renders most winds fairly inert – you are more likely to encounter patches of hovering radiation than radiation blowing on streams of wind.
Determining Mutations When a character fails a Mutation Check, the GM informs them of whether the effect will be a minor mutation or a major mutation, as well as the color of the wind that produced the mutation. With that information in hand, the player rolls 1d100 on the appropriate table. In the case of major mutations, the roll is based on the color of the mutating wind; each color has its own column. See Table 4-1: Minor Mutations (p. 45) and Table 4-2: Major Mutations (p. 47).
The Nature of Mutation Most mutations offer benefits and drawbacks. For minor mutations, the effects of both are self-explanatory and generally require no mechanical detail. Major mutations affect the character in significant ways, providing new abilities and burdens. Getting caught in the winds is no guarantee of receiving a new mutation; much of the time, the character will get burned and nothing else. It is
43
44
Table 4-1: Minor Mutations d100 Effect Your finger joints can bend 1-2 backward 90° Your pinky toes grow to the 3-4 size of your big toes Your irises and pupils turn 5-6 white Face skin shrinks slightly, 7-8 making you look skeletal 9-10 Bottom jaw juts forward Teeth alternate colors, from 11-12 white to brown to white, etc. Head hair turns to thin, 13-14 pliable twigs Your breathing sounds 15-16 faintly of buzzing insects Vocal cords tighten, making 17-18 your voice sound hoarse The skin on your hands be19-20 comes slightly translucent Your brow grows forward, 21-22 like a that of a neanderthal Your mouth grows very 23-24 wide The color of your blood 25-26 turns lime green Your fingernails turn to 27-28 bone Hair changes from straight to curly after sleeping, and 29-30 back again after another sleep Faint purple freckles sprout 31-32 all over your skin 33-34 Mouth is a permanent smile
35-36 Hair covers your ears 37-38 You smell of mildew 39-40 Your eyelashes glitter Puffs of smoke emerge from 41-42 your ears when you need to urinate The top row of your teeth 43-44 changes place with the bottom row of your teeth 45-46 You grow a second clavicle 47-48 Your nose flattens utterly Your bare feet take on the 49-50 hue of whatever they touch Your skin bruises never go 51-52 away, even after the injury heals Your forehead develops 53-54 chitinous ridges Your skin becomes wrinkled 55-56 like that of an octogenarian Your knees shift from back to front, meaning your legs 57-58 bend backward, like those of a bird You sprout a non-prehensile 59-60 reptilian tail Feathers grow upon your 61-62 forearms You give off the scent of 63-64 blooming flowers when you sweat Your tongue becomes forked 65-66 and grows 5 cm longer Your pupils change from 67-68 round to slit-shaped
45
69-70
71-72
73-74
75-76
77 -78
79-80 81-82 83-84
Your fingernails glow the in the dark (the color of the wind that caused the mutation). Your eyebrows grow large in bright light and then fall out at night. Your neck grows 10 cm longer; when you walk, your head moves back & forth like a bird’s. Your flesh takes on zebralike patterns; alternating between flesh and the color of the wind that caused the mutation. Your bones develop small bumps along their surface, making your skin lumpy. Your eye color continually changes to the dominant color of what you’re looking at. Your sneezes exit your ears Your lips take on the color of the skin of the last animal you ate
85-86
87-88
89-90 91-92 93-94
95-96 97-98 99-00
46
Your tastebuds work in reverse: sweet things taste sour; sour things taste sweet; spicy things taste drab Every place you grow hair develops male-pattern baldness Your face goes flush when you experience powerful emotions, rippling like a Rorschach pattern You have two left feet Instead of eyelids, you have a transparent membrane over your eyes; you never blink Your skull grows in an oblong fashion, like a stretched egg Your sweat is the color of the wind that caused the mutation Your tears are sticky
Table 4-2: Major Mutations d100 Purple
d100 Blue
1-3
1
4-6
2
7-9
3
10-12
4
13-16
5
17-19
6
20-22
7
23-25
8
d100 White Mutation Your muscle mass balloons. Raise your STR to +5, 1 reduce AGL to -3 (or reduce AGL to -4 if already -3) Antlers sprout from your head. 1d6 damage if used 2 to attack. -2 Move Checks when headroom is important. Foliage often gets tangled in antlers. Your hands grow to same size as your feet. Punching deals normal damage rather than nonlethal. +2 Move 3 Checks for climbing. +2 STR Checks when hands are important. You can’t tie knots or pick your nose. The number of white blood cells in your body dou4 bles. +2 to Affliction Checks. Flesh appears puffy and inflamed. Grow an additional arm. Roll 1d6 to determine body location: 1-3 chest, 4-5 back, 6 forehead. You can carry/wield another item in this hand or use it to carry/wield a two-handed item in concert with 5 another hand. The arm is not as dexterous as your other arms, and makes all actions at -2 when used on its own. Adds +2 to Move Checks involving climbing. You look like a freak. Vocal chords mutate, giving you the speaking voice of a small child. You are able to achieve sound fre6 quencies that only native creatures can hear. Some creatures may flee while others will investigate. You can detach and regrow limbs and extremities. This is useful in situations where you are being restrained and are desperate for escape. Detaching a 7 limb deals 1d4+4 damage. Detaching a hand or foot deals 1d3+2 damage. Hands and feet regrow over a one-week period; entire limbs take 2 weeks. Your metabolism speed doubles. +2 to Initiative Checks and Move Checks. You must eat twice as 8 much as a normal person. If you don’t get enough food, your STR drops by 1 point per 2 hours and you gain no benefit to Initiative or Move Checks.
47
26-28
9
9
28-29
10
10
30-31
11
11
32-33
12
12
34-35
13
13
The damage you sustain from energy weapon attacks is stored in your body, to be unleashed later at will. You can store a number of hit points equal to 10 + your CON. When you unleash the stored energy, everything within a 5 m radius takes damage. You must release all stored energy at once. If you are Attuned to the region, you must make another Attunement roll. Failure indicates you are no longer Attuned. If you were not Attuned, you must still make an Attunement Check. Successs indicates you are still not Attuned but suffer no consequences. If you fail the Attunement Check, you must roll on the appropriate Retribution table (p. 57-60). You grow fangs and your jaw can detach, allowing you to make huge, fearsome bites. Your bites deal 1d8 damage. If your damage roll is an 8, you might swallow a huge chunk of flesh and choke on it. Make a STR Check. If you fail, you have a chunk lodged in your throat. Make a STR Check every 30 seconds. If you succeed, you manage to cough up the flesh. If you fail, you will fall unconscious after 2 minutes (4 failed rolls), and die after 3+CON minutes thereafter. Your stomach acid is especially caustic. You can vomit forth a 6 m spray of acid 1 + CON times per day (minimum of 1). Anything failing a Move Check in its path suffers 1d6 damage, and a further 1d4 damage for 1d4 subsequent rounds. Doing so saps 1 point of STR until you can rest for at least 1 hour. You can will your hands to heat up to extreme temperatures. They are so hot that they can cause appropriate materials to catch fire. The length of time it takes to ignite the material ranges from 1 round to 1 minute, at the GM’s discretion. You can even melt metal, taking 5-15 minutes. Afterward, your hands produce a loud sizzling noise and billowing smoke for twice as long as you used the ability. A fleshy membrane grows from your wrists to your knees, allowing you to glide after jumping from heights. You have little control over your descent in strong winds, which can prove disastrous.
48
36-37
14
14
38-39
15
15
40-41
16
16
42-43
17
17
44-45
18
18
46-47
19
19
48-49
20
20
Poisonous spines sprout from your neck to your tailbone. Anything attacking you from behind must make a Affliction Check or become poisoned. The nature of the poison should be developed on p. 40. You must be careful that you don’t collide with any allies behind you. Your body can move muscle mass at will, allowing you to distribute your weight so efficiently that you can walk across any hard surface without fear of falling. Your flesh appears to be “crawling” even when you are at rest, which is bloody disgusting. Your skin becomes rubbery. Damage from falls and bludgeoning attacks against you deal only half damage. You have a difficult time maintaining a strong grip (-2 to non-attack Checks where grip is important, such as climbing or hanging). Your legs mutate into 2d4 tentacles. Working in concert, they are strong enough to keep you erect and moving at a normal pace. These tentacles can grasp and manipulate objects as well as grapple creatures. You can only run at 1.5x your normal Speed, as opposed to the standard 2x. Your eyes are positioned on the end of long, retractable stalks. They can extend to 2 m and look around corners, above tall grass, etc. Depending on how you use them, at any given moment you may be unaware of threats normal people would see. Your lungs are coated in a thick, resilient mucus. You never suffer burns from inhaling radiation. You have a hacking cough and often spit up globs of phlegm. Your nose flattens while your nostrils expand, much like a simian’s. Your sense of smell is twice as powerful as that of a normal human’s, allowing you to detect scents from far way. Any Alertness Checks involving your sense of smell are made at +3. Strong scents can sting your nostrils, dealing 1d4 NL damage.
49
50-51
21
21
52-53
22
22
54-55
23
23
56-57
24-25
24
58-59
26-27
25
60-61
28-29
26
A thin membrane grows on your forehead. You can pull the membrane over your face, preventing inhaled radiation or airborne toxins. You can see through the membrane, although your sense of smell is useless while the membrane covers your nose. By vigorously rubbing your hands together for 1 round, you can generate powerful levels of static electricity. Any living creature you touch takes 1d8 damage. Once discharged, you must spend another round to generate more electricity, and so on. Your digestive juices create toxic gases. One hour after eating a full meal, your stomach balloons. You can exhale dangerous fumes in a 6 m cone. Those failing a Affliction Check begin vomiting, taking 1d6 NL damage and losing an action. They must make this Check for two consecutive rounds, after which the gas dissipates. Even if the first Check succeeds, victims must still make a Check the following round. Your head takes the form of the head of the last native creature you touched, maintaining proportion with your original head. If you don’t know what creature that was, roll 1d10: 1-2 serpent, 3-4 reptilian, 5-6 avian, 7-8 bug, 9-10 mammalian. Serpents have a poisonous bite (generate a poison on p. 40). Reptilians have deadly bites (1d8 damage). Avians have incredible eyesight (+2 Alertness when vision is involved, can see twice as far as a human). Bugs have 360° vision. Mammalians have a sixth sense for danger, and are only surprised on a 1. Regardless of type, communication becomes more difficult — you must speak loudly and slowly to be understood. The pores in your palms can excrete a sap-like fluid, allowing your hands to stick to any non-slippery, non-crumbling surface. The sap hardens after 1 minute of continual contact, after which it is no longer sticky. While sticky, you cannot drop anything held. Quills grow from your body. An enemy that hits you with a natural attack (claws, mouth, etc) suffers 1d4 damage. You cannot grip or embrace anything without hurting them (damage GM’s decision).
50
62-63
30-31
27
64-65
32-33
28
66-67
34-35
29
68-69
36-37
30
70-71
38-39
31
72-73
40-41
32
You can heal yourself by eating a living thing possessing a still-beating heart. You heal 1 hp for every 2 hp you consume from a single creature. Your breath carries the pall of death. You grow an exoskeleton and your bones turn to cartilage. Reduce any damage by 1d3 points per attack. Your Speed is reduced by 1, and all Move Checks suffer a -2 penalty. You must molt once a year, leaving you physically vulnerable for 1 week (all physical Checks, including attacks, are made at -4). To determine when your molting time is, roll 1d100 every week. For the first week, you start molting on a roll of 1-2. Week two 1-3, week three 1-4, and so on. Once established, you don’t need to roll anymore – you know when it’s your time to molt. You grow glands that excrete a vile-smelling pus when desired. Modify the Reaction rolls of native creatures within 10 m of you by -1. You always smell a bit unpleasant. Poisonous barbs emerge from your wrists. On a successful attack, they infuse the victim with a toxin. Create the poison by using the table on page 40. If your attack roll is a 1, you tear the barb free and suffer 1d3 damage. The barb grows back in 1 week. You can expand your ribcage, doubling the width of your torso. While in this state, you can retract your arms, legs, and head into your body. After a running start, you can ply your ability and launch yourself as a human boulder, knocking over anything in a 10 m path that fails a STR Check. It takes one action to pop your head and limbs back out, and there is a chance one or more of them are stuck; roll 1d20 for each limb and your head. A result of 1 means the body part remains retracted. You can try again next round. Your eyes enlarge 200%, similar in proportion to those of a goldfish. You have 270° peripheral vision. Your eyes require more moisture, forcing you to blink constantly. Bright light can be painful – you cannot keep your eyes open in direct sunlight or against intense glare (as in the desert).
51
74-75
42-43
33
76-77
44-49
34
78-79
50-55
35
80-81
56-61
36
You grow two new sets of eyes. Only one of your three sets of eyes may be open at a time. The first set of your new eyes has telescopic vision, allowing your sight to “zoom in” up to 1 kilometer away, but everything closer than 100 m appears blurry. The second set of new eyes can see the microscopic world, allowing you to focus on objects as small as demodex (those tiny mites that live on your eyelashes). You cannot see clearly further than 3 cm away. Closing one set of eyes and opening another may be done instantaneously, but it takes 10 seconds for the “new” eyes to focus. During those 10 seconds, you are almost blind. Your skin has a sponge-like quality. You can absorb liquids – including poisons – and squeeze it out again. If you succeed on an Affliction Check, you are able to store the toxin in your flesh until you expel it by squishing or squeezing your porous skin. Liquids rain out like a water from a twisted wet towel. You can effectively function as a camel on journeys where water is scarce. You cannot immerse yourself in water without soaking it up until you can’t soak any more. When your flesh becomes overly saturated, your Speed is reduced by half and you “leak.” You can alter your molecules to take on the characteristics of an inert object native to Kalsentia, such as a tree or rock. You must touch the object and make an Attunement Check. If you succeed, your flesh adopts the texture of the object you touch – bark, stone, or sand, for example. General rules of thumb: bark gives AC +2, Stone gives AC +3 but reduces Speed by 2, and sand reduces damage by 1d4 against bludgeoning attacks and energy weapons. The effect lasts 1d6 hours. When you move, your body makes sounds of creaking, cracking, or sifting. Your body responds to regions you are Attuned to. You may choose one physical change per region, such as claws in a jungle region or hooves on plains. As soon as you leave the region, your body reverts to its normal form. Work with your GM to develop these changes.
52
82-83
62-67
84-85
68-73
86-87
74-79
88-89
80-85
90-91
86-91
92
92
37
When you enter a region you are Attuned to, you develop a defensive ability. The ability remains as long as the character stays in the region. Roll 1d6 to determine its nature. 1-2 Repulsive smelling musk 3-4 Furious hole-digging with dog-like claws 5-6 Mimic the sound of a dangerous creature
You can enter a state that makes you appear dead. Your skin loses its pallor, your eyes become sunken, and your lips retract. You emit a rotting stench and 38 your heart slows to 1 beat per 5 minutes. It takes 10 minutes to enter this state and another 10 minutes to return to normal. After 10 seconds your skin can change hue to match a new environment. There is one color range you 39 cannot mimic: (d10) 1-2 blues & purples, 3-4 greens & yellows, 5-6 reds & oranges, 7-8 whites & grays, 9-10 blacks & browns Your body gains nutrients from the sun. As long as you get at least 28 hours of sunlight per week, you don’t need to eat. You still need water. Your skin is 40 green, granting you +3 to Stealth in the jungle. In other environments you might stick out like a sore thumb. Your blood literally boils when exposed to the air. While it doesn’t hurt you, it burns anything it touches for 1d4 damage for every 100 ml of blood 41 (assume your body has 5000 ml of blood). When you are struck for critical damage, your blood sprays the attacker for 1d8 damage. You can draw on your own vitality to send forth psychic shockwaves. For every point of STR or CON you sacrifice, you blast a single target up to 42-45 20 m away for 1d4 damage. You recover 1d4 points of CON and STR for each night’s sleep. You do not reduce your Hit Points even if you spend points of CON to use this ability.
53
93
93
46-52
94
94
53-58
95
95
59-65
96
96
66-72
Your brain grows in size, cracking your skull in the process. Your INT becomes +5. By concentrating, you can make an INS Check to read a target’s surface thoughts (penalty -3). For each minute you concentrate on the target, the penalty decreases by 1. Surface thoughts must be summed up in a number of words equal to or less than the number of minutes concentrated (limit 3 words). You can receive radio signals. You must be within 10 km of the source. The closer you are, the clearer the signal and the easier it is to pinpoint the source. This ability cannot be “turned off” and can thus be a nuisance and even make sleeping and concentrating difficult. Every day, one part of your brain increases while another shrinks. Roll 1d8 twice – the first roll indicates the enlarged portion while the second indicates the shrunken portion. Reroll duplicate results. Each portion describes a bonus and a penalty. 1-2 Cerebellum (+5 Speed/-5 Speed) 3-4 Frontal Lobe (+1 INT/-1 INT), 5-6 Occipital Lobe (+2 Alertness/-1 Alertness), 7-8 Thalamus (+1 INS/-1 INS) You can emit a psychic aura of serenity in a 20 m radius. Creatures of INT of -2 or lower will not act aggressively within that radius unless attacked. To maintain the effect, you must make a WIL Check every minute. To approach a creature, you must make an INT Check. If failed, the creature makes a Reaction roll and you must immediately make another WIL Check to maintain concentration.
54
97
97
73-79
98
98
80-86
99
99
87-93
100
100
94-00
You can communicate psychically with any intelligent creature. You must gain its attention and lock eyes with it. You can “speak” with the target while you and it continue to lock eyes. A shared language is not necessary to communicate. Use common sense when considering how much can be said – a momentary glance is good enough for one word, while a chaotic scene makes it difficult to keep eye contact. If the connection is with a member of your gaming group, try holding a conversation without blinking – that is how long your characters were able to keep their connection, assuming no physical obstructions in the scene. When someone inflicts pain on you, you can psychically make them feel the same pain. When injured by an attack, you can elect to make a WIL Check. If you succeed, your enemy’s next Check is made with a penalty equal to 1/4 of the damage you suffered (rounded down, minimum of 1). If you fail, your pain doubles and you suffer the penalty. Your brain and skull expand in regions you are Attuned to. Other mutations you have that require a Check are made at a further +1, and your INT raises 1 point. When you leave an Attuned region, your INS drops 1 point for 24 hours. You can foil Invader technology by sending out disruptive mental waves that can reach up to 20 m. When you target a tech device, such as a ray gun, make a WIL Check. On a success, the device doesn’t work for 1d4 rounds. If you roll a natural 20, the device is broken until repaired. If you roll a 1, you have overcharged the device and the weapon now deals +2 damage. The GM will determine the effect on other devices.
55
kalsentia
wants to kill you Of all the tricks a GM has in his toolbox to create thrilling adventures, the most important is the campaign world itself. The land of Kalsentia is a vivid, evocative world full of bizarre creatures, strange environments, and quirky natural laws. Understanding how to make the Fevered Continent come alive will make your Bone Age adventures consistently memorable. Attunement (p. 34). Attuning allows those fortunate few to travel the land with minimal fear of reprisal, although threatened beasts will always act in their own self-interest. Attuned beings are also at the mercy of Kalsentia’s wrath when others in the same region despoil the land. A character chopping down a tree or burning grasslands will likely be answered with Retribution on a scale that may encompass the innocent. Characters attempting to Attune to a region risk Retribution if they offend Kalsentia with their hubris. When a character rolls a natural 1 on an Attunement Check, the GM rolls a Minor Effect on the Retribution table (p. 57-60) appropriate to the environment (Jungles, Mountains, Plains, Deserts). The danger is such that multiple characters making Attunement Checks brings exponentially greater chances of Retribution, since more dice rolling increases the chances of rolling a 1. Major Effects are incurred when something significantly damages the land itself – causing a raging fire, for example – or kills native creatures for sport. GMs should not limit themselves to those two examples alone, but establish their own standards for what angers Kalsentia to unleash its most powerful Retributions.
KALSENTIA IS ALIVE Kalsentia is a living organism. The trees are its limbs, the grasslands its hair, the water its blood, the mountains its bones, the soil its flesh, and its creatures are the microbes keeping it clean. When wounded, it reacts as any cornered creature would: defending itself with whatever means it has at its disposal. The first wound Kalsentia suffered was the arrival of the Eure and the subsequent orbital bombardment unleashed by their foes. The second wound still festers, for the arrival of mankind has been a source of persistent infection. The third, and worst, wound is the arrival of the Invaders and the sickness wrought by their technology and the radiation pouring from their ships. Kalsentia has reacted to these plagues in different ways. It sends its creatures to fight the Invaders. It brings brutal heat and sucks dry its lands to deny humans water. It collapsed the ground under the Eure stasis pod, burying it under hundreds of meters of rock. Still, it is receptive to those who respect its body and spirit. Humans and Enik are able to commune with the land and establish a peace through
56
Retributions - Deserts d12 Minor Effect Sandstorm! Visibility 3 m, Speed 50%. 1d4 hours. -2 1 Survival Check per hour or become lost. Sands part with each step; PC’s 2 sink to knees. Speed 25%. Heat shimmers make distance estimates inaccurate by 90% 3 (roll any die: even = appears closer, odd = appears further) Small stinging insects seek shade and crawl under PCs 4 clothes. +3 Affliction Check or suffer 1 nonlethal damage. Check every 10 min. for 1 hr. Sand dune collapses. Each PC can dig out in 1d10 rounds. 5 Take 1 hp non-lethal damage/ round. Some desert fruits – normally a 6 source of water – contain strong alcohol, hastening dehydration. The hot sun creates a blinding glare off the sand. PCs can only 7 open their eyes for 1-2 seconds at a time before closing them. 8 Winds quickly erase all tracks. Dunes shift to obstruct your 9 travels. Speed reduced by 1/3. Voices carried on the wind con10 fuse PCs; reduce INS by -1. Two “tame” Dromedions appear. 11 They bolt if PCs load them up. Jagged bones push to the sur12 face. Make Move Check each round; take 1 hp/failed Check.
d12 Major Effect Sand grains become sharp. 1 nonlethal damage to bare feet 1 every 10 steps taken. Footwear shredded after 1 hour. Perspiration immediately evapo2 rates. 1 nonlethal damage/min. Every drop of blood hitting sand 3 turns into a Skitterstabber. Sandstorm buries PCs at rate of 4 1 m/10 min. for 30 min. Whirlwind throws PCs 1d20 + 5 10 m away, taking 1d6 hp/3 m. Massive sinkhole opens and collapses. PCs are left in a small air 6 pocket with 3d4 minutes of oxygen. They must dig their way out of 4m of sand or suffocate. Blinding sandstorm! Visibility reduced to 1 m, Speed reduced 7 by 90%. 1d3 damage/round for 10 rounds. An endless swathe of smoldering black sand forces PCs to turn 8 back or catch fire if they continue (1d4 hp damage/round). 9 Mirages obscure most features. 1 Needleman/PC emerge from 10 the sand and attacks the PCs. Winds hurl desert bones, 1d4 11 hp/round for 10 rounds. Flash flood sweeps PCs 15 km 12 in random direction; 4d8 nonlethal damage.
57
Retributions - Jungles d12 Major Effect Thorny darts shoot from 1 mushrooms; 1d6 damage/rnd. Trees crack and fall; make successful Move Check or 2 take 1d12 damage. All paths blocked. 1 Seeetha/PC arrives & at3 tacks. Boiling waters rise from the 4 ground in a 30 m radius, scalding for 1d6 damage/round. A sucking mud draws the PCs into the earth at a rate of 1 m 5 every 2 rnds. STR Check to pull free if there is something to grab onto (vine, root, etc) Thousands of flesh eating worms crawl up from the 6 ground, dealing 1d4 damage/ round. Only fire or boiling water can kill them en masse. Tendrils fall and grab the PCs, trying to pull off their limbs. 2 7 consecutive failed STR Checks = a lost limb and 3d6 damage. Over 10 rounds, hundreds of 8 Gooeys surround the PCs. All water turns to acid, even 9 droplets. 1 hp damage/touch. The canopy closes, casting the 10 jungle into darkness and making the air difficult to breathe. Pathway shifts, leading PCs 11 toward a place of danger. Ground turns to mud, then to 12 solid rock 1 minute later.
d12 Minor Effect Waters boil, causing 1 hp damage/minute to anyone 1 wading, 3 hp damage to swimmers. Small thorns sprout from the 2 ground/tree, dealing 1 hp damage. Nuts drop from trees, creat3 ing noise and alerting anything nearby. Stinging insects swarm, caus4 ing 1 NLD/rnd for 2d10 min. Vines lash out and grab anyone 5 nearby; STR roll to break free. Flocking birds rain poop on 6 PCs. Foliage grows thick, blocking 7 any paths except ones leading to nearest exit from jungle. Fungi burst, sending out a 8 cloud of choking dust that causes fits of coughing. Ground becomes muddy, slow9 ing travel speed by half. Birds follow the PCs and make 10 such a loud racket that PCs cannot hear anything else. Trees secrete a sticky sap that 11 hardens within seconds upon touch. A heavy mist rises from the 12 damp ground, making visibility beyond 2 m impossible.
58
Retributions - Mountains d12 Minor Effect A hidden spring overflows. 1 Slippery ground causes -1 to all Move Checks. Loud cascading pebbles pelt 2 PCs for 1d4 nonlethal damage. 2 Kytenne engage in a territorial fight. Each PC makes 3 a Move Check or takes 1d6 damage. Thick clouds reduce vision. 4 PCs get disoriented and start moving in a random direction. Sulfurous vapor rises, causing 5 vomiting; 1d4 nonlethal damage. Jets of scalding steam surround the PCs. Jets last 3-5 seconds, reappear at random. 6 If a PC tries to leave the circle, 25% chance they get caught in a steam blast; 1d4 damage. The ground turns to sludge in 7 300 m radius, halving Speed, -2 Move Checks. A blast of wind blows away one 8 small item from each PC. The air suddenly thins; 1 non9 lethal damage/minute for 3d6 minutes unless PCs retreat. A dying Terradon crashes into 10 the PCs. 1d8 damage; half on successful Move Check. Ear-splitting howl leaves the 11 PCs deaf for 2d20 minutes. Mountain trembles for 24 12 hours; no sleep for the PCs!
d12 Major Effect One Kytenne per PC bursts out of the ground, showering PCs 1 with rock (1d8 damage). Each Kytenne makes a Reaction roll. Lightning storm! Every minute for 15 minutes, a random 2 PC makes an INS Check or is struck (1d10+6 damage). Sheltering extends storm’s duration. Rock avalanche! 3d6 damage (Move Check 1/2). Failure: 3 buried under 1d3 m of rock, 1d6 nonlethal/minute. Wind blows white and blue radiation. Each PC must make an 4 Affliction Check (1d10 damage) and Mutation Check (50% minor, 50% major) for both winds. Earthquake: -4 to all Checks and 5 combat actions for 1 hour. 5 m slabs of rock thrust up, 6 herding PCs to a deep chasm. Acid rain! 1 damage/minute if 7 PCs are in the open. Lasts 1 hr. Ground under PCs breaks away 8 and hovers 50 m in the air. Rock under PCs splits and falls 9 away; Move Check to hang on to the (new) cliff or fall 20 m. 1d10+5 angry Skitterstabbers 10 get swept up from the Zangatur.
59
11
Sudden river of lava splits around PCs, stranding them.
12
Liquid silver (p. 41) coats ground.
Retributions - Plains d12 Major Effect Dusty air makes PCs acutely thirsty. Each PC makes a WIL Check every hour. On a failed 1 Check, PC drinks all of their personal water. Dusty air last 1d4+1 days. Thirst rules p. 42. Horizon seems to shift. PC with best Survival Ability makes a 2 Check every hour. Failure: PCs travel in a random direction. Scorching sun creates brush fires over a 3 km sq. area. -2 3 Affliction Check every 15 min. or suffer 1d8 nonlethal damage and 1 normal damage. Brutal wind blows dozens of thorny tumbleweeds. Move 4 Check each round for 1d4+1 rounds; 1d6 damage per failure. Found water is poisonous: Affliction Check every hour for 24 5 hours. Failure: 1d4 normal damage and 1d6 nonlethal damage. 1 sq. km of tall razor sharp 6 grass. 2 hp damage/min. travel in grass. 7 10 Needlemen block PCs route. Ten Lopers, fleeing a swarm of 8 Drillers, stampede toward PCs. 9 Bubbling tar pits to the horizon. 10 All landmarks disappear. Ground collapses under PCs, 11 revealing 12 Skitterstabbers. Bone items exposed to sun 12 become brittle; break on 1-5 (d20).
d12 Minor Effect Wind blows dozens of thorny tumbleweeds directly at PCs. 1 Each takes 1d4 damage if they fail a Move Check. Packs of small burrowing mammalians yip relentlessly at the 2 PCs and surround them until the next morning. The PCs can still travel but they get no sleep. Sources of water and food become scarce. Survival Checks to 3 find water or food are made at -3, including hunting. One PC steps on a Skitterstab4 ber buried under 2 cm of dirt. Needlemen needles on ground 5 for 1 km. 1 nonlethal/15 min. A driving rain follows the PCs 6 wherever they go, making vision and hearing difficult. A cloud of dust appears over one square km with PCs at the 7 center. Breathing is difficult; 1 nonlethal damage per minute until they escape. A voice on the wind calls to the 8 PCs. When the try to follow, it changes direction...ad infinitum. 9 Found water dries in the mouth. A Loper suffering from a brain 10 parasite attacks the PCs. Dark avian shapes circle above; 11 all WIL Checks are -1 for 24 hrs. 12 Grass grows to 5 m overnight.
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is ravaged by white winds. Cruach tribes of the bordering Qaxatenn Mountains offer trade and a tenuous alliance against the Invaders. The Tuzanian villages are built in the high reaches of the Zangatur’s great trees. Each village is connected by vine bridges to at least one other village. Two of the tribal nations – the Mulpoxchor in the north and the Killictlo in the center and east – are connected to one another by a pair of these bridges. The Yahgachl in the south have, as yet, no such bridges reaching to the other tribal nations. The greatest village of the Mulpoxchor is Mulpoxtaa, known for its many tiers and massive Terradon cages. The clatter of young Terradons is constant throughout the day. Lykattik is the center of Killictlo rule. It is actually comprised of three large settlements, all linked by bridges. Lykattik is notable for its striking colors, as its artisans have painted its structures using dyes made from the sap of many different kinds of trees. The Yahgachl’s capitol, Irrdh, is the only settlement in the entire Zangatur to comprise the entire expanse of one tree. The village is built in a spiral about the tree, beginning just a few meters above its roots and reaching to its furthest heights. Vines hang from each section, allowing the strong and athletic climbers of the Yahgachl quick routes up and down the village. To the east, between the Killictlo and the Yahgachl, dwells the great and wise turtle-ape, Enik. Also called “Elder”, Enik can be reached only by travel on foot and – even then – may be found only if he allows it. He cloaks
Kalsentia Gazetteer What follows is a brief record of the geography and settlements of the Fevered Continent. Only a minute percentage of Kalsentia has been explored by humans; the information presented here represents their limited experience and understanding of the lands they inhabit. Some – even much – of it is supposition based on hundreds of years of second-hand knowledge, rumors, and outright invention.
The Crags
The southwest mountains of Kalsentia hold great fear for humankind, for there dwell the Crag Lords. Cruel beings, these ape-turtles command many human slaves and are always working to gather more through use of their wicked sorcery. The Crags are a maze of rocks and boulders where colored fog hovers overhead. Becoming lost is probable, for the paths through those mountains are laden with spells of forgetfulness and confusion. Evil voices whisper in the ears of the unwary, beckoning them deeper into the labyrinth before they arrive at the black tower of the Crag Lords, where capture and thralldom are certain.
Zangatur Jungle
Home to the tree villages of the Tuzanian people, the great forest of Kalsentia is a dark, stifling place, filled with serpents and strange plants. Dank swamps of poisonous waters mark its southern regions, now infected with the purple winds of a crashed Invader craft. Its eastern borders must contend with blue winds, while the north
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and sensitive. She has felt the greatest pain from Invader Splinter, even more so than the deep wounds inflicted at Lords’ Bowl and Invader Landing. In reacting to the devastation wrought on it, the Qaxatenn is quick to purge infection with volcanic eruptions and earthquakes. No damage to its bones goes unchecked. The Cruach will attack and sacrifice anyone that brings the mountains’ retribution.
himself in the flora and fauna of the Zangatur, merging with it like rain on the earth. Giant flying beasts command the skies above the Zangatur, plunging into its reaches to take shelter or pluck creatures for feasting. Their shrill calls herald doom, sending cowards into hiding and the brave to arms.
Qaxatenn Mountains
The east of Kalsentia is rimmed by the Qaxatenn, a long chain of relatively low, sparsely-vegetated mountains, peppered with volcanic activity. The Cruach tribes live in interconnected cave systems at higher elevations, descending to the mountain roots only for hunting and trade with the Tuzanians. The Qaxatenn’s tunnels are so numerous, long, and complex that not even the oldest and most experienced Cruach scout has visited even a tenth of them. It is even less likely that anyone will ever surpass that mark, for the blue winds of Invader Splinter (p. 65) infest much of the lower tunnels. Descending to those depths invites encounters with monstrous abominations; tribesmen warped of body and mind by the winds, forever doomed to wander the tunnels in perpetual hunger. The second Invader crash site (“Invader Splinter”) is located slightly north of the range’s midpoint. Nearby Cruach abandoned their homes, and now the Invaders use the vacated caves for their own purposes. The Qaxatenn is perhaps the most vital part of Kalsentia’s body, for it is known that the mountain range is Her spine, and, as such, is both strong
Fissured Flats
Due north of the Zangatur lies a flat, parched, and cracked expanse of clay. Small tufts of brown weeds stick out of the occasional fissure, marking it with one of the few signs that life exists there. Waves of heat ripple on the horizon, masking shapes beyond and making distances impossible to calculate. The Flats are criss-crossed with the tracks of strange creatures, some small and others immense. The lack of rain preserves them, making it nigh impossible to ascertain how long they have been there. The few Tuzanians that have journeyed there bring back stories of giants that make cracking noises as they walk. Sharp needles sprinkled about winding trails of inhuman tracks are claimed to be signs of their passing. The Fissured Flats bear the most visible signs of the colossal, ancient creatures that once dominated Kalsentia before the coming of humans and the awakening of the Eure. Rib bones 30 meters tall, skulls that could house small villages, and teeth longer than spears stick out of the clay. The Flats are thus the best place to collect bones in all of Kalsentia.
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The southern-most point of the Fissured Flats is called “Invader Breach” (p. 65). One of the three Invaders ships crashed there, and white winds still emerge from its ruined hull. The flats are wracked with the effects of those winds. Venturing too far and staying too long dries and cracks flesh in a manner akin to the ground itself. Those failing to escape will turn to clay. Indeed, the clay shapes of humans and animals are commonplace in the deepest parts of the Fissured Flats. Immersing the bodies in water – if they can be brought from the Flats intact – regenerates the flesh and souls of the victims, but their minds are confused and ofttimes mad. It is best to kill the crazed unfortunates and let their souls rest at last.
characterized by steep dunes of bluegray sand. Only by scaling the tallest of the hills can a traveler see more than a kilometer away. Unlike the Fissured Flats, the Rolling Blue is largely clear of radiation winds and haze. The most common perils of the desert are collapsing sand and creatures hidden beneath the surface. Thousands of Skitterstabbers bury themselves at the bottom of particularly unstable hills and wait for months for prey to make the mistake of attempting to make the climb. Fulgolans can recognize uncertain slopes and avoid them. The desert’s “sand” is actually not sand at all, but tiny spheres of hollow glass. The desert reflects the color of the sky on bright days. Even on hazy days, it takes on a steel blue color. Walking in the desert without footwear is dangerous, as microscopic shards of glass will cut even calloused flesh. Climbing dunes is even worse, as the climber is certain to sink to their knees. Natural winds are the deadli-
The Rolling Blue
Kalsentia’s great desert is home to the Fulgolan, humans that never journeyed to the far east as the Tuzanians and Cruach did. The Rolling Blue is
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est hazard of all, except for those who cover their bodies entirely, including their mouths, noses, and eyes. Especially powerful winds create a rippling effect, similar to ocean waves. Entire dunes can literally move in the process. Within each grain of glass is an intoxicating vapor. Areas with a high percentage of broken glass are marked by clouds rising from the surface and dissipating after 1-3 meters. The vapor visits strange dreams and visions, many of which portend possible futures. When multiple persons experience the same visions, that future is unavoidable. Along the Rolling Blue’s northern edge, where it meets The Slivers (p. 66), the sand turns to a long sheet of blue glass, a uniform 30 m wide as it follows the course of the mountain range. The sun is at its hottest here, having melted the sand to create the perfectly even surface. Glare off the sheet is impossible for human eyes to withstand without going blind unless covered with layers of fabric. The Fulgolans are the only people to know the secret of weaving a fabric thin enough to allow some degree of vision yet thick enough to prevent blindness.
cliffs are collapsing. And the humans of Ghazal do nothing. So dependent had they become on their Enik saviors that, once the Enik left for the east, the malingerers turned to theft, murder, and even cannibalism in order to survive. They eschewed the growing of food and the hunting of beasts. Hundreds died within the first year. Hundreds more died the following year. Finally, the least slothful among the Ghazalians ventured into the wild to find help. Most died. One made it to the Zangatur Jungle and begged in vain for some to return with her to Ghazal and teach them to fend for themselves. One journeyed south to the Crags. It is unknown if he met his end in the heady fog of the labyrinths, or if he was captured by the Eure. The latter will surely turn the eyes of the Ape-Turtles to Ghazal, where they will find a host of new slaves. The Ghazalians are all infected with diseases of various kinds. Boils on their faces, rotting fingers and toes, bulging eyes, and hair falling off in clumps are but a sampling of their afflictions. Kalsentia herself must be the source of the diseases, punishment for their hubris. To stay in Ghazal for more than a day invites the same maladies, and only by killing at least one Ghazalian and fleeing the city can one hope to regain their health.
Ghazal
Ghazal is the one settlement in Kalsentia that might be considered a city. Established as a refuge by the three Enik that fled with as many humans as they could rescue from their Eure masters, Ghazal is now a symbol of sloth and decay. The grand stone edifices erected by the Enik are crumbling. Homes carved into the sides of sandstone
Lords’ Bowl
In the midst of The Clear (p. 66), a wide crater marks the landing place of the Eure stasis pod. The 100,000,000-year-old landmark was once covered by Kalsentia’s deep oceans, but those have long since
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dried up. Kalsentia reacted by inhaling the pod deeper under the earth, but its foul taste was too much, and She spat it out. Half of the pod is still buried under the earth, while the other half sticks out like a great tongue of rock. Nothing grows in the crater; smoke still wafts from the hot rubble left in the wake of the pod’s landing. The pod is large enough to comfortably house thousands of humans. Its upper confines have long been plundered by the Eure, but there are still devices and tools buried deep underground. Strange and giant beasts dwell there; perhaps some of them are the colossuses of old, the creatures that left their giant bones scattered throughout the Fevered Continent. Or perhaps the ghosts of the Eure that died in the crash haunt the echoing chambers. Madness surely awaits anyone foolhardy enough to explore the vessel of the Crag Lords.
cous substance leaked from the saucer pools about the area. The saucer is filled with weapons, levers, knobs, buttons, and gadgets; their functions are beyond the comprehension of the Tuzanians and Cruach. Touching the smooth, shiny exterior of the saucer brings a powerful shock and nightmarish dreams. The hands of the person making contact with the saucer soon become blackened and dead. It is best to sever the afflicted hand before the virulence spreads.
Invader Splinter
Invader Splinter marks the location of the most damaged flying saucer. The ship crashed in the Qaxatenn Mountains and shattered upon impact. Its wreckage lies strewn across many kilometers, as does its poisonous fuel. The Invaders of The Splinter are often missing limbs or have damaged heads and bodies. In their vulnerable condition, they are quickest to attack approaching humans with their squirt guns and scramblers. They have made homes in abandoned Cruach caves and salvaged as much of their ruined ship’s contents as they could. Fields of static electricity crackle wherever wreckage is found, making exploration of the wreckage a deadly endeavor. The corpses of Cruach tribesmen still stand in violent spasms from the shock that killed them. Would-be heroes attempting to rescue their kinsmen often find out too late the truth of the convulsing bodies.
Invader Landing
Of the three Invader crash sites, Invader Landing is the most virulent. Although the flying saucer’s hull appears mostly intact, its power core is the most severely ruptured among the three. Clouds of purple haze continue to spill out, burning and warping the land and its creatures. The purple winds, as they are called, affect the physical form of their victims, mutating what they touch into blasphemous parodies of their natural shapes. The land surrounding the flying saucer is riddled with mutated creeping bugs and worm-like parasites. Carnivorous plants have begun to grow on the fractured and poisoned ground. A vis-
Invader Breach
North of the Zangatur and well into the Fissured Flats is the downed fly-
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ing saucer flown by the Invaders’ scientist contingent. The crash created a massive cloud of dust that still hangs in the air, concealing the ship from distant eyes. A portion of the ship is buried under the dry clay ground, but most of it is accessible. The Invaders of the Breach tend to stay within the ship – there is no shelter in the region otherwise, even if they wanted to abandon their craft. Within the Breach’s flying saucer are all manner of horrific experimentations, using dissection and amputation devices on humans foolish enough to enter the dust cloud. The Invaders can implant small, silver mind-controlling bugs in human brains. The recipients of the implants seldom live longer than a few days before being taken by madness.
into its cradle and returned.
The Slivers
The mountains north of The Rolling Blue and the Fissured Flats are perhaps the least explored area of Kalsentia. Named for their bare, pointed peaks, The Slivers is formed of crystalline rock. Indeed, the creatures that live there are purportedly made of the same stuff. While the range varies in hue, colors tend toward warmer to the west and cooler to the east. The cascade of landslides sounds like a million chimes, and are audible for hundreds of kilometers. Shards from The Slivers are greatly valued among the Cruach and Tuzanians, both of whom regard the crystals as items of wonder and prestige. For all its beauty, though, The Slivers is home to no human. The dangers presented by fragile surfaces and virtually invisible animals is too great for habitation. If any intelligent life exists there, it must be the two Enik that journeyed north after leaving the Zangatur. How they could survive there is beyond the comprehension of any human mind.
The Clear
Immediately west of the Zangatur, a plain of brown grass extends as far as the eye can see. The Clear stretches to Ghazal and beyond, its horizon never terminating. Herds of Lopers roam freely; it is known that a soul balanced with the spirit of Kalsentia can tame a Loper with a soothing voice. It is even rumored that Skitterstabbers will submit to the most favored among travelers. The Clear is thus known for its pacifying effect on even the most aggressive creatures. The center of The Clear is marked by Lords’ Bowl (p. 64). That such a violent and devastating event could occur in The Clear – even millions of years ago – suggests that its reputation for serenity is not only suspect, but an outright lie. No one has ventured deep
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BEASTS Kalsentia’s fauna is universally bizarre, even more so now that mutation has become more common. The beasts presented here each have short lists of possible mutations based on their home regions. Most of the creatures found in this chapter live in or near the Zangatur Jungle, although a sampling of creatures dwelling further afield are also included. Reaction Die: when a group of characters encounters a creature, the GM should roll on the Reaction table, below. Every creature has different dice based on their tendencies to flee, hold ground, intimidate, or attack. Depending on circumstances such as being outnumbered or surprised, a different die may be used. For example, a Loper uses a d6 for its Reaction Die, but this changes to a d8 if it guarding its young. The GM should also use her own judgement in the manner a creature would react to the characters based on their demeanor and actions. When the result is ‘Hold Ground,’ the GM should make a new roll each subsequent round and modify the roll as she sees fit until either a result of “Flee” or “Attack” is generated or the PCs leave. An “Intimidate” result is similar to Hold Ground, but the creature acts aggressively – posturing, roaring, growling, pacing back and forth, whipping its tail, bearing its teeth, stomping, etc. If a character moves closer to the creature, it will attack.
Creature Format Most of the entry lines for each beast are familiar and self-explanatory. A handful of items require some a degree of clarification. Stats: rather than the -3 to +4 stat range used by characters, the Stats for creatures are given as Check values, such as 13+. Actions: a creature can do at least one thing on its turn: move its speed, attack, or use a Stat or Ability. Some creatures are able to take more than one Action. Abilities: only notable Abilities are given. In the absence of a listed Ability, the GM should make a Stat Check. For example, the Seeetha does not have the Tech Ability; if, for some reason, the GM decides the Seeetha needs to make a Tech-related Check (perhaps to recognize the danger posed by a sparking energy cell), an Instinct Check should suffice. When in doubt, use the following guidelines:
• • • • • • • •
Alertness: INS Beasts: INS or WIL Invader Tech: INS or INT Move: AGL Resist Affliction: CON Resist Mutation: WIL Stealth: AGL Survival: INS or INT
Die 1 2-3 4-5 6+
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Reaction Flee Hold Ground Intimidate Attack
tip. With each round after the drill has found purchase, the driller drinks 1d4 points of nonlethal damage in blood. Recovering nonlethal damage from bloodsucking takes twice as long as normal. The drill cannot be forcibly removed without causing significant damage to the victim; if it is pulled out by another character, the victim suffers 2d4 normal damage. If the driller withdraws the organ (by drilling in the opposite direction) no extra damage is dealt. A driller attacked while drinking will withdraw from its victim. Drillers are naturally attracted to the colors red and yellow. They are born live in groups of 100 from a nonflying queen. Queens live submerged in deep pools of blood.
Driller Environment: any Number Appearing: 1-10 Armor Class: 2 Hit Points: 2d6 Initiative: +2 Speed: 15 m (flying) Actions: 1 Attacks: Blood-sucking drill (13+, 1d6 damage plus blood drain) Stats: AGL 11+, CON 16+, INS 18+, INT 19+, STR 16+, WIL 17+ Abilities: Alertness 10+ Reaction Die: d12 (treat any result of “intimidate” as “attack”) Size: 2 m long, 15 kg. XP: 1 Drillers are large insectoids shaped like flying vertical pickles. A long corskscrew-shaped organ juts from the creature’s bottom half, constantly “drilling” with such speed that it creates a loud buzzing sound. Several multi-colored wings perch atop its body. A large single yellow eye is positioned just above its drill. Eighteen small, grasping legs line its body. Despite their apparent lack of aerodynamics, drillers are fast and agile fliers. Changes in vertical height are especially quick. Horizontal travel is slower. Drillers are bloodsuckers. So fast is their metabolism that they must constantly feed. They descend on victims by dropping straight down, bloodsucking drill whirring. A successful attack deals 1d6 damage, but the real danger comes from what happens after the attack: the driller doesn’t retract the drill, but begins sucking blood through a small opening at its
Mutations (25% chance) d4 Mutation Drill rapidly withdraws into its body and extends out again 1 while it flies, creating a sound like a loud, fast kazoo. +0 XP. Physique changes in minor ways after feeding; a human’s 2 finger might grow from its belly, or a Seeetha’s beak might hang from a wing. +0 XP. When it sucks blood for at least 2 rounds, it infects the victim 3 with a minor mutation Developes over 1d8 days. +2 XP. Has an organ that freezes some of its victims’ blood for future use. Critical hits cause the crea4 ture to explode shards of ice. Move Check or 1d6 damage to anything below it. +2 XP.
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boulder, for example). Dromedions are meat-eaters, an odd trait for herd animals. Most of their food is scavenged, but herds do have a degree of tactical instincts. A typical method of attack is to fan out and affect a pincer move, forcing prey into a smaller and smaller space. The hulking beasts use their tails to block off any route of escape. As food is rare in their native environments, Dromedions will resort to cannibalism at need. The weakest of a herd are the first to go. Two herds encountering each other will always engage the other until one group flees. Stragglers are caught and devoured. A critical strike against a Dromedion causes a sack to rupture, exploding its contents in a 10m arc; GM rolls a reaction die for the creature.
Dromedion Environment: desert or plains Number Appearing: 3-18 Armor Class: 1 Hit Points: 4d8+4 Initiative: 0 Speed: 10 m Actions: 1 (tail slap, trample, or bite) Attacks: Tail slap (12+, 1d10 damage, reach 2m), trample (15+, 3d6 damage), bite (15+, 1d8 damage) Stats: AGL 16+, CON 10+, INS 17+, INT 17+, STR 8+, WIL 12+ Abilities: none Reaction Die: d8 (d6 outnumbered, d10 cornered, d12 defending young, d20 hungry) Size: 3 m tall, 4500 kg. XP: 5 Dromedions are large reptilian herd animals native to the southern Fissured Flats and northern Clear. They typically travel in large groups with their young keeping pace in the middle of a circle of adults. Their most striking feature is a pair of large, water-filled sacs that hang from their sides. A Dromedion can survive for weeks without needing to drink, living off the stores contained within its sacs. When it does drink, half of the water imbibed is kept in reserve. Dromedions sway their powerful tails to and fro, counterbalancing the sloshing water at their sides. Their tails are deadly weapons as well, capable of knocking creatures off their feet and even killing in a single strike. Panicked Dromedions typically charge ahead toward the quickest egress regardless of what obstructs them (within reason – they aren’t going to challenge a giant
Mutations (20% chance) d4 Mutation Water in sacks is radioactive. An exploding sack forces those 1 caught in its shower to make an Affliction Check or suffer 1d8 burn damage. +2 XP. Tail splits into three smaller tails, capable of grasping an 2 enemy on a hit. Move Check to avoid. STR Check to break free. +2 XP. Two heads! Creature can make 3 two bite attacks per round. +3 XP. Fumes from the creature’s poop burn like fire, but are only vis4 ible as heat waves. 1d6 damage if walked over. +1 XP.
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Mushrooms and other fungi grow on his skin, and small bugs and reptilians make their homes in the shelter his body offers. He moves little and speaks in a slow, deliberate manner. Enik advises tribal leaders, adjudicates squabbles, and organizes the defense of the Zangatur. He dispatches scouts in an effort to keep an eye on the movements of the Invaders. He is less worried about the Crag Lords, but knows they would attack the Zangatur if not for the presence of the Invaders. Enik is Attuned to the land in a way that no stranger has ever achieved. He can sense the anger and pain of Kalsentia, and knows when and where it has been violated by human and Invader alike. If a Tuzanian commits an offense against the land, he can sense who it is. Enik is also revered by the Cruach of the Qaxatenn Mountains, and advises them in ways similar to his help of the Tuzanians. He is the principle reason that Tuzanians and Cruach live in relative peace with one another. Sorcery: Enik is the most powerful sorcerer on the Fevered Continent. He can cast every lesser magic spell at will. He can also exert power in regions of the Zangatur in the following manner: • Plant life in a single region can wrap their vines, stems, and roots about enemies. Avoiding capture requires a Move Check every minute in the region. Breaking free of restraint requires a STR Check at -2. To achieve this in multiple regions, Enik must make a WIL Check.
Enik Environment: eastern Zangatur Armor Class: 3 Hit Points: 80 Initiative: 0 Speed: 10 m Actions: 2 Attacks: Bite (13+, 2d6 damage), fist (11+, 1d10 damage), magic (see below) Stats: AGL 12+, CON 9+, INS 8+, INT 6+, STR 10+, WIL 6+ Abilities: Alertness 4+, Beasts 4+, Tech 6+, Resist Affliction 5+, Resist Mutation 5+, Stealth 3+, Survival 5+. Reaction Die: d6 (1-use mutation (see below), 2-5 hold ground, 6 attack) Size: 2.5m tall, 250 kg. XP: 20 Not so long ago, three of the stranded Eure became disillusioned with the cruel ambitions of their kin. Gathering droves of human followers, the rebellious Eure – calling themselves the Enik – traveled west and founded Ghazal. Years later, they moved east to the Zangatur Jungle in a bid to establish a new safehold. Many of the Ghazalian humans went with them. Two of the Enik soon left for the north to search for lands even more remote. They have yet to return. And, thus, “Enik” became synonymous with the lone Eure who stayed in the Zangatur. To the tribes that make their homes there, he is the prime mover of their cultural and spiritual strength. Enik, or “Elder” as his prophets call him, hasn’t moved from his seat in years. Vines, roots, and other vegetation twist around and over him.
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•
Each Check beyond the first is made with a cumulative -1 penalty. Each time he fails to command a region, Enik suffers 1d6 nonlethal damage. All animals in a region become aware of a threat as soon as the threat enters that region. Enik can urge those animals to react in a desired manner by making a WIL Check for each type: bugs, reptilians, and mammalians. If successful, he can order them to attack, flee, or hold their ground. To achieve this in multiple regions, Enik must make a WIL Check. Each Check beyond the first is made with a cumulative -1 penalty. Each time he fails to
command a region, Enik suffers 1d6 nonlethal damage. Enik can maintain both effects in a single region without effort once established. He can release control of one region and establish control of a new one in one minute. Currently, he has region 0609 under that control. Mutation: Enik can break himself down into thousands of pieces no larger than a marble. These pieces can scatter in any direction and reform at will. The process of breaking down takes 1-2 seconds, while reforming takes 3d20 seconds. If a piece or multiple pieces are “captured,” Enik can regrow the missing piece over the course of one day.
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To date K’sabb’a has not been able to unlock the secret of preserving the serum – it spoils only a few hours after its creation. Thus, they must continually return to the Blood Court. The Eure have only recently begun to confront the Invaders directly. Previously, the Eure sent forth Witlesses to surveil them. Each Witless has a tracking device implanted behind their eyes. The device is able to “see” what the Witless sees, sending those images back to the Blood Court, where they view the Witless’s progress in a pool of ensorcelled blood. Recently K’Ghu’Ra (“The Soldier”) has attacked wandering Invaders for sport, and K’Gar’Ra (“The Beastmaster”) has tested his Skitterstabber beasts against them. While the Eure council’s official position on the Invaders is one of enmity, some have elected to treat with them in secret, establishing fragile alliances in order to gain mastery over their fellows. Already, some have sent their Witlesses on reconnaissance missions to spy out the locations of their rival kin. Skirmishes between forces have broken out, weapons stolen, and hostilities exacerbated.
Eure (“the crag lords”) Environment: the Crags Number Appearing: 1-6 All other stats, abilities, and traits are based on the individual Eure. The Eure – now calling themselves The Crag Lords – are six vile, evil, malignant aliens possessing high intelligence and the ability to wield sorcery. Until recently, they dwelled in a grotesque stone castle named the Blood Court, but now most spend their time establishing their own domains in other lands, returning to the castle for councils and to sway their brothers and sisters to their side. Of the six, only two still live in the Blood Court – K’Kng’Ra (“the Sovereign”) and K’sabb’a (“The Scientist”). Most importantly, each returns to gather more of the life-giving serum that sustains them, for the six Eure are now over 100,000,000 years old, and their bodies have begun to decay. To counteract the atrophy, the Eure’s chief scientist, K’sabb’a, devised a colossal machine that sucks the lifeforce of a human in the form of a cloudy liquid. The procedure doesn’t kill the victim, but leaves them mentally vacant and “Witless.” The Witless is still able to accept demands, albeit in a slow manner. The process creates enough serum to sustain each Eure for one lunar cycle of 30 days. Once imbibed, the effect is immediate: a surge of energy accompanied by a temporary mania. However, when the drug wears off over a period of weeks, the Eure becomes weak and confused. This need has left them addicted to the stimulant.
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NOTE: some statistics are given two values. The first is for when the Eure is under the effects of the serum; the second is for when the serum has worn off.
order a defeated adversary to commit any act short of suicide. The effect lasts a number of minutes equal to the Margin of Success. If the Margin of Success is 10 or more, the Sovereign can order the victim to commit suicide. Mutation: when The Sovereign grows angry, flame surrounds his eyes. He is able to blast fire (12+) from them up to 20 m, dealing 2d8 damage to a target. A successful Move Check reduces the damage to 1d8.
K’Kng’Ra (“The Sovereign”)
Armor Class: 3/2 Hit Points: 75 Initiative: 0/-3 Speed: 15 m/10 m Actions: 1 Attacks: ceremonial sword (12+/14+, 2d6/1d8 damage), eye blast Stats: AGL 13+/16+, CON 10+, INS 14+/16+, INT 10+/12+, STR 10+/12+, WIL 6+/8+ Abilities: Tech 12+/14+ Reaction Die: d10 (d6 outnumbered, cornered, d12 when outnumbering) Size: 2.5 m tall, 180 kg. XP: 15
K’sabba’a (“The Scientist”)
Armor Class: 2/1 Hit Points: 50 Initiative: 0/-3 Speed: 15 m/10 m Actions: 1 Attacks: scalpel (12+/14+, 1d10/1d6), acid (12+, see below) Stats: AGL 12+/14+, CON 13+, INS 12+/14+, INT 6+/8+, STR 14+/16+, WIL 8+/10+ Abilities: Tech 7+ Reaction Die: d8 (d6 outnumbered, cornered, d10 when outnumbering) Size: 2m tall, 120 kg. XP:12
The Sovereign sits atop the Eure food chain, ruling from his great throne with his curved and ornate sword. He holds council at a great table constructed of bone, gathering the thoughts and advice of his fellows, accepting counsel that benefits him and ignoring that which doesn’t. His loud and grating voice booms above all others, barking orders for better food and more life serum. His rule is now more concerned with petty whims than with expanding dominion or fighting enemies. Should the Invaders assault his castle, the Sovereign would flee to The Clear in search of Lords’ Bowl and the stasis pod that held him alive for so long. Sorcery: the Sovereign wields the Power of Command. Contesting his WIL with that of an opponent, he can
The Scientist exists under constant pressure from the Sovereign to create a longer lasting serum. His days, once spent devising new potions and devices, are now spent draining the life essences from slaves. He has grown weary of his work and has considered – in his darkest hours – poisoning The Sovereign. He has avoided succumbing to that temptation for fear of failing in the attempt. The Scientist is, in many ways, the most cruel of the Eure. He gains great satisfaction performing experiments
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on living subjects, viewing anything other than his own race as being inconsequential. He cackles with delight at every new discovery and scream of his lab rats. Currently, the Scientist is working to discover what ores exist on Kalsentia to create metal. Thus far he has been unsuccessful. He has sent Witlesses to scour the continent and bring back samples, but none have returned. Sorcery: the Scientist can create solutions that cause stone and other substances to warp to desired shapes. He can create glass that, when looked through, reveals the X-ray spectrum. He can devise machines to extract life essences from bound victims. He can harness the rays of the sun with great mirrors to power the mighty gears and wheels that automate the doors, lifts, and bridges of the Blood Court. Mutation: When The Scientist is hungry, his saliva becomes a corrosive acid. He can “eat” through any substance. He can also spit acid up to 15 m, dealing 1d8 damage and then 1d4 damage for the next two rounds. The skin in his chin has completely dissolved, and his bone is well on its way.
K’Ghu’Ra (“The Soldier”)
Armor Class: 4/3 Hit Points: 70 Initiative: +2/0 Speed: 15 m/10 m Actions: 2/1 Attacks: multi-bladed swords (9+/11+, 2d6/1d10; see below for damage adjustment) Stats: AGL 12+/14+, CON 11+, INS 14+/16+, INT 13+/15+, STR 9+/11+, WIL 9+/11+ Abilities: Tech 11+ Reaction Die: d12 (d20 when outnumbering) Size: 2.5m tall, 200 kg. XP: 14 The Soldier is the simplest of the Eure in purpose: she lives to slaughter. To sate her bloodlust while at the Blood Court, the Sovereign allows her to engage slaves in contests of arms. Even the most skilled and hardy among them have been sliced and diced by her multi-bladed swords. She has grown restless for a worthy adversary, and has struck out to seek and kill Invaders. She has less political cunning than of most of her kind, and has put little effort into establishing her own domain beyond using slaves and Witlesses to construct temporary wooden fortifications near Invader crash sites. Should the Sovereign die, she is ready to take his place. The first order she would enact would be a massive assault on the Invaders near the southern crash site. None of the other Eure would support her claim, but none would dare contest her. Sorcery: The Soldier has little interest in the arcane arts, but she can sharpen her blades merely by running
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K’Cha’Ra (“The Counselor”) Armor Class: 2/1 Hit Points: 45 Initiative: +1/-1 Speed: 15 m/10 m Actions: 2 Attacks: hidden daggers (11+/13+, 1d8/1d6) Stats: AGL 12+/14+, CON 14+, INS 10+/12+, INT 9+/11+, STR 15+/17+, WIL 9+/11+ Abilities: Tech 8+ Reaction Die: d6 (d4 when outnumbered or surprised, d12 when outnumbering) Size: 2 m tall, 80 kg. XP: 13
her fingers along their edges for a few minutes. She can do this with stone and bone as well. Doing so adds +2 to the weapon’s damage for one hour. Mutation: when either of Kalsentia’s moons are full, the Soldier morphs into a giant (4 m tall) chicken-like avian. She can only fly a few meters at a time, and her weapons are her claws (13+/15+, 1d8+2) and beak (12+/14+, 1d6+2). She constantly makes an involuntary clucking noise. She returns to normal at first light.
The Counselor is the most devious of the Eure. He has the Sovereign’s ear, and whispers rumors of traitors in their midst. He is currently planting seeds of doubt concerning the Scientist’s motivations, suggesting he may be plotting the Sovereign’s demise. The Counselor has advised keeping the Scientist in bondage, allowing him only the freedom to make the life serum required for the Eure’s survival. Thus far, the Sovereign is not entirely convinced. Nothing is off the plate when it comes to achieving his ultimate goal of supplanting his master. He is also spreading rumors among his kin that the Sovereign will sell them out to the Invaders. Each of the other Eure believes they alone have the Counselor’s trust, and are privy to secrets unknown to anyone save him. He works in subtle ways to sow paranoia among the Eure, setting one against another and seeming to be the only one worthy of trust.
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He has established ties with a group of Invaders that have been warring with a Yahgachl tribe in the southwest Zangatur. Offering information about his fellow Eure, K’Cha’Ra has been given some of their technology, including ray guns, zap sticks, a pair of moon goggles, and a hover dish. Sorcery: The Counselor can speak soft words of deceit, convincing others of half-truths and falsehoods. He can encourage hatred, paranoia, and fear. By successfully pitting his INT against another’s INS, he can convince a target of whatever he wishes it to believe. The effect lasts 1 + the Margin of Success days. Mutation: The Counselor’s mouth is lined with long feelers. The appendages appear to float, swaying back and forth in rhythm. They are sensitive to changes in heart rate, allowing him to perceive subtle emotions.
The Beastmaster trains Skitterstabbers to defend the Blood Court. Short and stout, he bears countless scars inflicted by his pets. The Beastmaster is missing several fingers, and has a large puncture that runs through his shell and chest. The hole “whistles” when he is outside on windy days. His speech is garbled and punctuated with coughs; what little can be discerned is usually expletive in nature. The Beastmaster is generally avoided by the other Eure, being possessed of a reek and such appalling hygiene that his presence is distasteful even to their grotesque ranks. K’Gar’Ra finds his chief pleasure in seeing his pets in action, stabbing, tearing, and rending their way through enemies. He has brought them away from the safety of the Blood Court in search of Invaders, all in the name of testing the lethality of his herd. In secret, he has bred a growing army of the beasts in a network of caves in the southeastern Crags. Whether he uses his force against the Invaders or his kin is an undecided matter. Sorcery: The Beastmaster can see through the eyes of up to three of his Skitterstabbers and control them at will. So attuned is he to his creatures
K’Gar’Ra (“The Beastmaster”) Armor Class: 2/1 Hit Points: 65 Initiative: +1/-1 Speed: 15 m/10 m Actions: 1 (plus up to 3 Skitterstabbers) Attacks: spiked whip (11+/13+, 2d6/1d8), 3 Skitterstabber attacks Stats: AGL 10+/12+, CON 12+, INS 10+/12+, INT 12+/14+, STR 10+/12+, WIL 8+/10+ Abilities: Beasts 7+, Tech 14+ Reaction Die: d10 (d8 when outnumbered or surprised, d12 when outnumbering, +2 when commanding a beast) Size: 2 m tall, 180 kg. XP: 14 76
that he can “attack” with them and use his spiked whip in the same round. Mutation: K’Gar’Ra’s feet are cloven hooves, like those of a bull. Wherever he steps, he leaves scorch marks. If he stands in place for more than a few seconds on dry vegetation, there is a 50% chance the vegetation will catch fire. He has been burned so many times that his legs are horribly scarred with burn wounds. His legs now feel no pain.
it will revive her barren physiology and enable her to produce offspring. K’Hih’Ra claims the spirits told her that the Scientist’s life draining device can be reversed, and that allowing the Sovereign to subject himself to its powers will grant him eternal life. She is certain that the Scientist will eagerly assist in her plan, which would see the Sovereign’s life force drawn violently from him, producing an elixir that K’Hih’Ra would consume. Sorcery: K’Hih’Ra can enter a trance and summon the spirits of dead Eure. She can borrow some of their power to make mental assaults on enemies. If she succeeds at an opposed WIL vs WIL Check against a target within 10 m, she can inflict 2d10 nonlethal damage. She can assault up to three targets at once, using the same WIL Check for each. She also can cast the following lesser sorcery spells at will: Mind Link, Protective Bubble, and Shower of Bone Mutation: When any of her limbs is damaged from a Critical Hit, K’Hih’Ra can detach the limb and regrow it in 1 minute. Regrowing allows her to recover all damage from the original attack. To determine if an attack affects a limb, roll d6: 1 left leg, 2 right leg, 3 left arm, 4 right arm, 5+ N/A.
K’Hih’Ra (“The Shaman”)
Armor Class: 2/1 Hit Points: 50 Initiative: +1/-1 Speed: 15 m/10 m Actions: 2 Attacks: bone cudgel (12+/14+, 1d12/1d6), mental assault (see text) Stats: AGL 10+/12+, CON 12+, INS 9+/11+, INT 11+/13+, STR 12+/14+, WIL 7+/9+ Abilities: Tech 13+ Reaction Die: d10 (d8 when outnumbered or surprised, d12 when outnumbering) Size: 2.5 m tall, 140 kg. XP: 14 Tall and wiry, K’Hih’Ra the Shaman conducts the Eure’s strange rituals. The Sovereign has little interest or patience in the ancient traditions of his forebears and would dispense with all ceremony were it not for her ability to summon and speak with the spirits of the Eure that died in the stasis pod millions of years ago. In truth, she has come to exaggerate and even invent the words of the spirits to further her own plans. She wishes to steal the Sovereign’s life essence, believing
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Gooey Environment: swamps Number Appearing: 1-100 Armor Class: 0 Hit Points: 1d4 Initiative: -2 Speed: 1 m Actions: 1 Attacks: Stinging tendrils (15+, 1d6 damage + poison), held item (18+, damage by weapon type) Stats: AGL 18+, CON 6+, INS 12+, INT 19+, STR 17+, WIL 13+ Abilities: Alertness 7+, Resist Afflictions 5+ Reaction Die: d4 (1-3 Hold Ground, 4 Panic (see below) Size: Body circumference 2 m, tendrils 3 m long, weight 10 kg. XP: 2
drils touch flesh, tiny barbs inject a painful poison. The victim must succeed at an Affliction Check or suffer pain so agonizing that any actions taken deal 1d6 nonlethal damage. Gooeys have no eyes, but possess a pair of large, hyper-sensitive ears. Loud, sudden noises prompt panic.
The Gooey is a semi-transparent, gelatinous oddity. A Gooey drags itself along the jungle floor by clumsily flailing its sticky tendrils about. When it “catches” something firm, it can pull itself forward. Covered with a glistening adhesive agent, the Gooey gathers detritus as a matter of course. It can absorb and dissolve organic matter, but the technology of the Invaders is a different story. When a Gooey latches on to those strange alloys, the attachment becomes permanent as the creature doesn’t have the dexterity or strength to rid itself of the item. Thus it is that one of the most comical and terrifying sights in the Zangatur is a Gooey flailing about with a ray gun stuck to a tendril. Gooeys defend themselves by thrashing aimlessly in panic; “attacks” are imprecise. When a Gooey’s ten-
Mutations (50% chance) d4 Mutation “Shoots” detritus; 1d4 dam1 age on failed Move Check, 5m radius. +1 XP. Voices echo off it in a high2 pitched “chipmunks” tone. +0 XP. 3 Flesh shimmers. +0 XP. Exhales narcotic smoke when first panicked; WIL Check or 4 INT drops 2d4 pts for 24 hours. +2 XP.
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Bestiary Invaders of the eastern crash site harbor the most explorers. They wear anti-gravity suspensors that allow them to bounce in 6-meter increments. They can clear heights of close to 3 meters. Strong winds can carry the bouncing Invader in random directions. Of the three groups, eastern Invaders are the most likely to be encountered away from their crash site. The Invaders of the northern crash site have the most scientists. Their interest lies in experimentation, specifically on native life forms. They are commonly armed with zap guns to render creatures unconscious. Each sect of Invaders has a number of higher ranking officers, effectively acting as “captain” to a squad of 4-10 underlings. These captains have 1d8 more Hit Points and an INT of 8+ and WIL of 12+. Southern Invader captains are armed with scramblers as well as standard issue ray guns. Eastern Invader captains wear jetpacks instead of suspensors. Northern Invader captains keep a selection of dissection tools in a folding purse. Invaders are the product of genetic engineering, cultured in the equivalent of petri dishes and then grown in tanks. Only those bearing especially large and round bodies and extra tentacles are allowed to become captains. Most of the rest become soldiers; a few others become scientists. Hundreds of soldiers are produced each year; already, their number approaches 10,000. Of the three crashed saucers, the northern site has the best capability to grow more Invaders. The eastern and southern saucers have, at best, a
Invader Environment: flying saucer Number Appearing: 1-12 Armor Class: 2 Hit Points: 3d8+1 Initiative: 0 Speed: 6m Actions: 2 Attacks: ray gun (range: 100 m (pistol), 150 m (rifle), damage: 1d8 (pistol), 2d6 (rifle), stinging tentacles and bite (15+, 1d10 damage), foot claw (13+, 1d8 damage) Stats: AGL 16+, CON 12+, INS 16+, INT 10+, STR 10+, WIL 14+ Abilities: Tech 5+, Resist Mutation 5+ Reaction Die: d10 (d6 outnumbered, surprised, or cornered), d20+1 if enemy is outnumbered) Size: 2 m tall, 135 kg. XP: 4 (6 for Captain) Invaders are shaped like bowling balls with squat legs and spindly arms. Their slimy heads feature large eyes on each side with a larger eye on top. Four short tentacles writhe around oval-shaped mouths filled with jagged teeth. They tend to wear clingy uniforms with a texture and grip similar to neoprene. Invaders speak in a tongue that alternates between guttural sounds characterized by lots of “gug” and “gugug” sounding words, and loud “chucks.” The combination gives the effect of choking or hacking. Invaders of the southern crash site are largely from a warrior caste and are heavily armed. 50% will carry scramble guns in addition to standard ray guns.
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Bestiary 10% success rate. Most of their labs produce deformed embryos that are rendered into sludge and eaten.
Flesh turns the opposite color 5 of the environment: blue/yellow, green/red, white/black, etc. Body grows ferns (south and 6 east) or a sandy covering (north).+1 STLTH. +1 XP. When in danger, head involuntarily pulls down into body like 7 a turtle, rendering it completely blind and prone to tripping and shooting allies. -2 XP. Grows a carapace when rest8 ing, increasing AC to 5. +1 XP. Upon suffering a Critical Hit, body splits into two smaller 9 Invaders with 1/2 Hit Points and STR 15+. They may merge by spending an entire round’s action allowance. +2 XP. Eyes merge into one great eye after dark; vision-based Alert10 ness Checks at night become 12+. +1 XP.
Mutations (15% chance, d6 southern Invaders, d8 east, d10 north) d10 Mutation Tentacle legs; -2 Speed, Foot Claw becomes Tentacle (11+, 1 1d6 damage, Affliction Check or be stung for 1d4 additional damage). +1 XP. Three eyes on back of head; 2 Alertness 8+. +1 XP. Tiny T-rex arms, unable to lift 3 a ray gun, arm STR becomes 18+. -1 XP. No legs, only feet. Must tumble to move. Must make AGL Check to roll over obstacles. 4 Can knock down an enemy (12+ vs enemy’s Move, 1d4+1 damage, STR check or be knocked prone). +1 XP.
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eastern eaves of the Zangatur Jungle are a mottled greenish hue. Kytenne move by undulating their unarmored bellies. Their only appendages are two powerful arms bearing huge pincers. A cluster of thousands of eyes hide under the forward-thrusting shells on their backs. So small are the eyes that Kytenne appear to have one large eye. The pincers can crush most enemies. When a Kytenne makes a successful attack, the enemy must make a Move Check to escape. If the Move Check fails, the victim is squeezed for 1d6 normal damage and 1d6 nonlethal damage per round. Nonlethal damage is from being rendered unable to breathe. A successful STR vs STR Check allows the victim to escape. The Check may be attempted each round. While it has a creature in a pincer, it may not use that pincer to attack another enemy.
Kytenne Environment: mountains, jungles Number Appearing: 1-6 Armor Class: 4 Hit Points: 3d8+2 Initiative: 0 Speed: 10 m Actions: 2 Attacks: Pincers (13+, 2d6 damage) Stats: AGL 16+, CON 10+, INS 15+, INT 17+, STR 10+, WIL 10+ Abilities: Alertness 10+ (forward and peripheral vision only), Stealth 10+ (hide in native terrain only) Reaction Die: d10* (d8 outnumbered, d12 surprised or cornered) Size: 2 m tall, 500 kg. *only when not under the control of a Kytenne Driver. XP: 4 Kytenne might be of a similar genus to Skitterstabbers, being armored with thick exoskeletons. Unlike Skitterstabbers, Kytenne make excellent mounts. The Cruach tribe use them as such, especially in war. The broad, flat-topped creatures respond well to training and physical guidance. Kytenne Drivers stand atop their shells and control the creature’s movements with vine ropes hooked to the beast’s mouth. Kytenne are wide and long enough that up to 6 humans can stand atop on one’s back. Their movements on flat ground are surprisingly smooth. In combat they whirl about with ferocious speed, too quick for any riders apart from a Driver. Most Kytenne are grey, a perfect camouflage for mountainous terrain. The few Kytenne dwelling on the
Mutations (25% chance) d4 Mutation Clusters of eyes line entire 1 body under shell’s edge. Vision Alertness 5+. +1 XP. Giant hands instead of pincers. Damage reduced to 1d6+3 2 damage, crush damage is 1d4, but Move Check to avoid capture is made at -2. -1 XP. Double-thickness shell. AC is 3 5 but Speed is reduced to 6 m. +0 XP. Immense belly; make an AGL Check when hit for Critical 4 damage or roll over; helpless. +2 XP.
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fashion. A long blue tongue unrolls to grasp prey when needed. A Loper’s back is broad and almost flat, allowing space for tents or huts. Its tusks are used as a ladder for those who have gained the creature’s trust (an ordeal taking several days). While they are carnivores, Lopers do not eat creatures larger than a small dog. Gaining a Loper’s trust to function as mount requires a series of WIL (PC) vs INS (loper) Checks. The initial check establishes the PC is (hopefully) not a threat. Failure ends any chance for the remainder of the day and the Loper must make a Reaction roll. If success is achieved, make one Check every subsequent day; if three successes are achieved, the Loper is accepting of the PC. If three successes aren’t achieved, the GM will make a Reaction roll for the Loper. Treat results of “hold ground” or “intimidate” as refusal to accept the PC, but not hostility.
Loper Environment: plains Number Appearing: 2-20 Armor Class: 1 Hit Points: 4d8+2 Initiative: -1 Speed: 12 m Actions: 2 Attacks: Tusks (13+, 2d6 damage, reach 2m), kick (14+, 1d10 damage), trample (10+, 1d10 damage) Stats: AGL 16+, CON 11+, INS 15+, INT 17+, STR 10+, WIL 13+ Abilities: none Reaction Die: d6 (d8 protecting young, or cornered d8-2 surprised) Size: 3-6 m tall, 400 kg. XP: 5 The endless expanse of The Clear makes foot travel a daunting proposition. Lopers – native creatures of those plains – make ideal beasts of burden for travelers. So large are Lopers, in fact, that exiles from the Zangatur or Fulgolans from the northern deserts have been known to build crude homes atop the great beasts. Lopers stand over 3 m tall, their stiff legs making up the bulk of that height. A Loper’s body is shaped a bit like a potato, with no discernible head. Large eyes on either side of its body provide peripheral vision, while a large central eye is positioned at its front, just above a circular mouth. Large, multi-pronged tusks curve out from under the mouth. The tusks make good weapons, but are primarily used to dig up earth as the loper searches for insects or small animals to consume. Its mouth is filled with hundreds of teeth arrayed in a spiral-like
Mutations (20% chance) d4 Mutation 1 Bones protrude from its brain. It must make a Reaction roll every round when confronted. +2 XP. 2 Grows to double normal size during daylight hours and shrinks to half normal size at night. +2 XP. 3 Where its saliva hits soil, the ground sprouts blue flowers. +0 XP. 4 Turns invisible for “hold ground” Reaction results. +2 XP.
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and curve upward toward the sun. A Needleman’s face is difficult to discern, but sets of yellow or green eyes peer out between cracks in the bark. Most Needlemen move only at night. During the daylight hours, they stand in place but are not inert. They converse by moving their branches, creating a cracking and swishing sound that forms a complex cadence. The sound of a group of Needlemen communicating can be soothing or alarming, depending on the tenor of the discussion. Their unique bark is actually an exoskeleton covering a soft, moist interior. Because of the abundance of water contained within a Needleman, the Fulgolan nomads hunt them and sometimes keep them as livestock. Needlemen have become wise to the danger posed by the Fulgolans and are quick to attack any humans they encounter. In combat, Needleman swing their great arms like clubs and spray their enemies with a shower of needles.
Needlemen Environment: desert, plains Number Appearing: 1-6 Armor Class: 2 Hit Points: 4d8+2 Initiative: -1 Speed: 6 m Actions: 2 (2 smash or 2 needle or 1 smash and 1 needle) Attacks: Smash (14+, 1d10 damage, reach 2m), needles (10+, 1d4 damage, range 6 m in 180° arc) Stats: AGL 16+, CON 10+, INS 15+, INT 14+, STR 12+, WIL 10+ Abilities: Stealth 14+ (move silent only), Tech 18+ Reaction Die: d8 (d10 outnumbered, surprised or cornered) Size: 2-3 m tall, 150200 kg. XP: 5 Needlemen are immense humanoids that wade through the desert sands and dusty plains as they absorb every microscopic droplet of humidity the barren air contains. They appear as trees covered in thin, downwardpointed shards of bark, with equally sharp green needles sprouting in tufts at the ends of their stout branchlike arms. They walk about on two or three legs that grow thicker at the base. Their arms stick out at sharp angles
Mutations (20% chance) d4 Mutation Covered in sap. Any weapon 1 hitting it sticks. STR Check to pull free. +2 XP. Water squeezed from its flesh and exposed to air converts to 2 acid. 1d3 damage if touched, 1d6 if drunk. +1 XP. Leaves a pungent scent of rot3 ting wood in its wake. +0 XP. Flesh tastes fruity; attracts 4 bugs. +0 XP.
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Seeetha Environment: mid and lower Zangatur Jungle Number Appearing: 1-2 Armor Class: 3 Hit Points: 3d8+3 Initiative: +5 Speed: 20 m Actions: 3 (limit 2 attacks) Attacks: Claw (10+, 2d6), Beak (12+, 2d8), Sting (13+, 1d6 + poison) Stats: AGL 9+, CON 9+, INS 12+, INT 18+, STR 8+, WIL 13+ Abilities: Alertness 9+, Stealth 7+ Reaction Die: d10 (d8 outnumbered, d12 surprised or cornered) Size: 6 m long, 200 kg. XP: 5
tack. Its normal call is a high pitched, single-note bark, used to alert other Seeetha to its presence.
The Seeetha is a long, serpentine creature with a head covered in feathers. It has a hooked beak set above two small eyes and has two powerful front legs with dagger-like claws it uses to climb as well as attack. Seeethas can move with astonishing speed and blend in with the Zangatur’s choking foliage. Their tails terminate in a poisonous barb that can paralyze a victim within seconds. Characters hit by the barb must make a Resist Affliction Check or become paralyzed in 1d4 rounds. The paralyzed character can make another Resist Affliction Check every 10 minutes. Female Seeetha lay a clutch of 1d6+6 eggs every spring. They do not attend the eggs and may even eat newly hatched offspring. Seeethas can mimic sounds, including human voices. A Seeetha hidden in a tree may mimic a voice in an attempt to draw characters near enough to at-
Mutations (50% chance) d4 Mutation Squirt ink up to 6 m from its 1 eyes (attack 14+), blinding a victim for 1d4 rounds. +3 XP. 2d12 tiny limbs along its body, 2 adding 2 m to speed and +2 to Move Checks. +1 XP. Arms fused to its head, prevent3 ing claw attacks, reduce speed to 6 m and AGL to 15+. -2 XP. Leaves a trail of clear sticky goo in its wake. Those stepping in 4 it must make STR check or become stuck. A new Check may be made every round. +2 XP.
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which burst out of the ground and drag the impaled victim into their mouth.
Skitterstabber Environment: any Number Appearing: 1-6 Armor Class: 3 Hit Points: 2d8+2 Initiative: +1 Speed: 10 m (2 m under sand) Actions: 2 (see below) Attacks: Bite (10+, 2d6 damage), stab (12+, 1d8 damage) Stats: AGL 14+, CON 10+, INS 16+, INT 17+, STR 12+, WIL 16+ Abilities: Alertness 9+, Stealth 8+ (4+ when buried) Reaction Die: d8 (d6 outnumbered, d10 surprised or cornered) Size: 1 m tall, 75 kg. XP: 5
Mutations (15% chance) d4 Mutation Has tiny mouths on its legs. 1 Stab damage increased by +1. +1 XP. Exoskeleton is the color of na2 tive environment. Stealth 5+. +1 XP. Legs are 3 m long, allowing it 3 to leap like a flea up to 10 m. Cannot bury itself. +1 XP. Glows bright green in moon4 light and emits a low hum. +0 XP.
Skitterstabbers are pony-sized invertebrates covered in eyes. Their many legs – tapered to a fine point at their base – help them skitter about. Skitterstabbers have huge, gaping mouths filled with crooked, pointed teeth. Their legs are used as stabbing weapons. When a Skitterstabber achieves a Critical Hit with a stabbing attack, it pulls itself closer to its victim and makes a bite attack. The victim can attempt a STR Check each round to break away from the Skitterstabber’s grip. The PC’s STR Check is opposed by the creature’s STR. When attempting this action, the PC may not attack. Skitterstabbers burrow beneath the ground when they aren’t moving. They can feel the vibrations of any creature weighing at least 300g. They catch prey with their stabbing legs,
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speeds, and make pinpoint attacks. Terradons will not fly over regions they or their Wing Rider are not attuned to. When approaching a region they are unattuned to (but the rider is), the Wing Rider must make a WIL Check opposed by the tarradon’s WIL. Failure results in the beast turning around and flying back 1d3 kilometers. Success means the terradon hovers in place as best it can. It can continue to hover for 1d6 minutes until it needs to fly or land.
Terradon Environment: jungle, mountains Number Appearing: 1-4 Armor Class: 1 Hit Points: 4d8+2 Initiative: -1 Speed: 7 m, 60 m (fly) Actions: 2 Attacks: Bite (14+, 2d6 damage, reach 4m), claws (16+, 1d12 damage), wings (11+, 1d8 damage) Stats: AGL 16+, CON 12+, INS 15+, INT 16+, STR 10+, WIL 13+ Abilities: none Reaction Die: d8 (d6 outnumbered, surprised or cornered, no reaction necessary when controlled by Wing Rider) Size: 6 m long, 400 kg. XP: 6
Mutations (20% chance) d4 Mutation Sends out psychic attacks when panicked (Wing Rider fails to control). Anything 1 within 10 m radius makes a WIL Check or be stunned for 1d4 rounds. Stunned creatures cannot act. +2 XP. Has no legs, causing it to bounce 3d8 m when it lands. 2 Anything in its path failing a MOV Check is knocked over. +1 XP. Spit large globules of radioactive phlegm at a single object within 30 m (attack 12+). 1d6 3 damage and target makes Mutation Check or develop a mutation over 1d10 days (75% minor, 25% major). +3 XP. Wings are translucent; when suns shines through them, it 4 acts like a focused beam of light. Can cause fires on dry grass & foliage and burn for 1d8 damage (attack 12+). +2 XP.
Terradons are native to the northern Zangatur, but have been known to travel to its southern and western eves, and east to the Qaxatenn Mountains. Terradons are herbivores. They feast on foliage at the top of the Zangatur’s canopy, occasionally dropping beneath it to feast on the rich, wet plants of the jungle’s depths. Terradons are ungainly beasts, with large round heads, thin necks, pot-bellies, stubby legs, and oversized wings. Wide, buck-toothed mouths and wideset eyes suggest a dim intellect. On the ground, they are exceedingly clumsy; in the air, surprisingly graceful. Despite their awkward appearance, terradons make excellent mounts. They respond well to commands and are fearless when controlled by a skilled Wing Rider. In flight, they can make hairpin turns, dive at incredible
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Verdure
Witless
Environment: any Number Appearing: 1 Armor Class: see below Hit Points: as original creature +5 Initiative: as original creature -1 Speed: as original creature -1 Actions: 1 Attacks: see below Stats: AGL (as original creature -1), CON (as original +1), INS (as original), INT (as original, STR (as original), WIL (as original) Abilities: as original creature Reaction Die: as original creature Size: as original creature XP: as original creature
Environment: any Number Appearing: 1-100 Armor Class: 0 Hit Points: 1d4 Initiative: see below Speed: 5 m Actions: 1 Attacks: fists (15+, 1d3 damage) or weapon (16+, damage by weapon) Stats: AGL 17+, CON 5+, INS 18+, INT 18+, STR 12+, WIL (see below) Abilities: none Reaction Die: the witless will do whatever its Eure master commands until it is destroyed or issued a different command. Size: 1.5-2m tall, 45-90 kg. XP: 1 (+1 per minor mutation and +3 per major mutation)
When a human or sentient animal dies, its soul is judged as soon as it comes into contact with the earth. If it is deemed a champion of the land, Kalsentia will absorb the body and reincarnate it as a verdure. The new creature retains the memories and intelligence of the deceased, and its bones still form the body’s frame. Its musculature and flesh are comprised of different elements present at the location the body died – a creature that dies in the jungle has flesh made of vines and bark, while one of the mountains is covered with stone and whatever vegetation is present. Armor class is tied to the creature’s physical makeup, a matter for the GM to decide. The creature may have natural attacks, such as fists made of stone or lashing vines. The nature of these attacks is up to the GM. Verdures are immune to the mutating effects of radiation but may still be burned. Previous mutations are retained.
Witless are the mentally vacant result of the life draining machines of the Eure. They are possessed of no self will or determination, and will follow the orders of the one Eure they are assigned to and no other creature. They possess no fear, anger, or empathy. Witless will starve if not fed. Starving or parched witless move at half speed and make all actions, including attacks, at -3. If a witless has not eaten for a week or drank water for three days, they will collapse and soon die. Witless are slower than normal humans and always act last in initiative unless they surprise a victim, a matter of sheer luck rather than design. They are immune to the mutating effects of radiation but may still be burned. Previous physical mutations are retained, but mental ones are lost.
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ing its acid-based saliva while holding it in place with its tongue. It can then suck its tongue back into its mouth, covered in the juices of its meal. To larger creatures, the Wobblefly is a passive, timid animal. It will attempt to flee when threatened, but not before spitting a streak of acid at a foe’s eyes. The acid deals 1d4 damage, but the real danger comes from its potential to blind the victim. If the Wobblefly’s attack results in a Critical Hit, the victim must make a Resist Affliction Check. Failure results in permanent blindless in one eye; rolling a 1 results in permanent blindness in both eyes.
Wobblefly Environment: swamps of lower Zangatur Jungle Number Appearing: 1-10 Armor Class: 4 Hit Points: 2d8 Initiative: +5 Speed: 20 m Actions: 2 (limit 1 attack) Attacks: Spit stinking acid (10+, 1d4 damage, see below) Stats: AGL 9+, CON 16+, INS 12+, INT 18+, STR 8+, WIL 15+ Abilities: Alertness 5+ Reaction Die: d4-2 Size: 2 m long, 100 kg. XP: 2
Mutations (30% chance) d4 Mutation Body is extremely bloated. If hit with any attack, it explodes 1 in a shower of guts and acid. Everything within a 10m radius takes 1d6 damage. +2 XP. Eyes drip with lubricant, leav2 ing anything underneath it extremely slippery. +1 XP. A parasitic twin grows from its back, demanding to be fed. 3 Change any Reaction of “Hold Ground” to “Attack.” +1 XP. 4 Body segments shimmer in a rainbow of colors. +0 XP.
Wobbleflies are bloated, maggotshaped curiosities that hover over the Zangatur’s thick swamps. They have no wings, but are able to fly and hover by the rapid undulating of tens of thousands of tiny appendages located on their bellies. The sound of the undulating is that of a swarm of buzzing insects. The segmented body of a Wobblefly is covered with hundreds of tiny blinking eyes, making it extremely difficult to come upon one undetected. Any movement made within its range of sight will be detected automatically. Wobbleflies eat small amphibians driven into hiding at the sound of their buzzing. The motion of panicked creatures retreating into the mud or the hollow of a log alerts the Wobblefly to their location, whereupon it lashes out with its long, grasping tongue and pulls its prey up to its tiny mouth. Because its mouth is so small, the Wobblefly must dissolve prey us-
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Name
Class
Role
Attuned Regions
Agility
Level
Constitution
Hit Points
Instinct
Armor Class
Intelligence
Initiative
Strength
Mel. Attack
Will
Mis. Attack
alert beast
tech
move
Features & Mutations
Tribe
affl
mutn
stlth
Gear
surv